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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