Page 7 - Playtest_Square_Enix - EphemeralData
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Recommendations
Make the checkpoint #3 easier!
C heckpoint #3 must be simplified as soon as possible. It creates a
rise in frustration that push out users that successfully passed these
checkpoints.
The other concerning point about checkpoint #3 difficulty is that it
prevents 10% of users to progress further since they didn't get the
chance to improve their skill level. At this stage we should expect only
3% of user drop out due to inability to pass a level.
Moreover, it's important to remember that during the first part of the
game (checkpoint #1 to #7) users have a very limited dedication level
toward the game. That's why it's necessary to mitigate the difficulty
during this part.
Scale the first part (CP# 1-7) difficulty
If user retention is an important component of the game, then the
difficulty of checkpoints # 1 to #7 should be scaled on the difficulty of
checkpoint #4.
Indeed checkpoint #4 is a very learning curve friendly challenge. It's the
less frustrating checkpoint of the game first part, and it provides a
challenge still to the average users.
This will also ensure a good balance for the beginning of the game. We
discovered that checkpoints #1 to #7 will be approached the same way
by users. Thus, by scaling the difficulty in a more friendly way, users will
be able to grasp their true skill level and will be able to project
themselves going way farther into the game. It's also a very effective
way to improve frustration management.
Secondary changes
Increase checkpoints' #27 - 30 Difficulty
The analysis showed that for these last three checkpoints, users are way
too relaxed with on average only 0.36% drop rate. These users can take
way more than the actual difficulty and thus could feel bored on the
long run.
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