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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