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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