Page 20 - Playtest_Square_Enix - EphemeralData
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Segmentation Analysis







                            Red group                      Blue group                     White group


               Segmentation vs. Dedication



               1
              0,9
              0,8
              0,7
              0,6
              0,5
              0,4
              0,3
              0,2
              0,1
               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

               Segmentation vs. Frustration



             0,14
             0,12
              0,1
             0,08
             0,06
             0,04
             0,02
               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

               Lack of homogeneity in  the blue group



                Looking at these two graphs we can't deny anymore that checkpoint #3
                needs  to  be  redone  a  little  bit  easier.  Undoubtedly  the  white  and  red
                groups seem very homogenous while the blue group is out of balance.


                But  what's  interesting  with  this  segmentation  analysis  is  also  the  fact

                that checkpoint #4 seems also out of balance. Indeed, after a terribly
                supposedly too easy.


                From the indexes and the natural decay analysis, we know that more
                than 50% of the users will give up before the checkpoint #7. It is possible

                that this drop rate is the result of this unbalance.


                Since users must face alternatively very hard then very easy checkpoints
                during the first five checkpoints, they can't correctly grasp the scale of

                the difficulty. This can push out users that are not enough dedicated at
                the beginning as they can't perceive themselves going far in this game.


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