Page 18 - Playtest_Square_Enix - EphemeralData
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Indexes Method Analysis
Dedication vs. Frustration
1 0,14
Dedication Index
0,9
IndicatorofFrustration
0,12
0,8
0,1
0,7
0,6
0,08
0,5
0,06
0,4
0,3
0,04
0,2
0,02
0,1
0 0
CP #01 CP #02 CP #03 CP #04 CP #05 CP #06 CP #07 CP #08 CP #09 CP #10 CP #11 CP #12 CP #13 CP #14 CP #15 CP #16 CP #17 CP #18 CP #19 CP #20 CP #21 CP #22 CP #23 CP #24 CP #25 CP #26 CP #27 CP #28 CP #29 CP #30
Checkpoint #3 a.k.a. "The Frustrator"
When looking at the indicator of frustration, we can clearly see which
checkpoint is driving users insane. Undeniably the checkpoint #3 is
causing the greatest amount of frustration toward the users. What's
more problematic is that the level of frustration is rocketing in only one
checkpoint. This suggests that the difficulty of the checkpoint #3 is way
too high to allow beginners to be accustomed to the game.
Users are less involved at the start
On another side, we can see that users won't feel very much involved in
the game until the checkpoint #14. During the first part of this game
users are not willing to retry infinitely to pass a checkpoint. At most we
can expect four fails or one quit before a user leaves.
On the contrary, during the second part of the game (after checkpoint
#14) users are extremely committed and to fail around 24 times before
deciding to give up definitively.
Checkpoint #3 needs to be easier
Thanks to this analysis it seems important to reduce the difficulty of the
third checkpoint. At this checkpoint users are not committed enough to
accept to fail that much. They probably feel that they don't have the
skill to succeed in this type of game. They need more time to improve
their skill and be able to take such a difficult checkpoint.
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