Post

Can you change the first time user experience of a game 7 years after launch? Let's find out in our next talk, featuring June's Journey. A hidden object game, free to play, on mobile, it's a flagship title for Wooga

They have new content every single week for the last 7 years. It would take you 4 years to go through all content if you started playing right now. (Woah) But as always, retention is tough.

For their peers in the space, retention is going up. But for themselves, it's going down. That's bad, so let's fix it. (Also yes the Y axis marker is missing. He cannot share hard data, but the gist is clear)

For secondary research, playtests were held with the team. This is valuable, but solutions are often thought of too quickly. There is a risk of confirmation bias, and to not solve the actual underlying problems.

Example: Even a screen with two buttons can be confusing for a new player. What does a blue button mean? What is a green button? Is the left button the most important button? Even the basics are hard!

They added a hint button to help players. This reduced retention by 2.2%. Players would just hit the button all the time, and the game became a chore instead of playing an actual game and having to think.

Key takeaways: Keep it simple. User stories can save your sanity. Always include your team. Build your research process. So that when you need to apply research, you can do so right away.

They have 4 facets of satisfaction: Early, immediate, in-depth, and long-term. Each has different data that is important depending on the questions they need to answer.

By having this data, they can readily see if released content is too difficulty or too drastic. Gathering the data always means you have a baseline to compare to. So questions can be answered right away. (Reminding me of a previous talk, of having the user research systems always ready to go)

0 reposts0 likes

Same with data to identify a satisfaction drop after a feature launch, and a 'trinket' problem. In this case by adding a question to the system right after a match. So players would get a single question, and that gave them enough data to infer impact from when they launched content.

This question to the player can be a range, e.g. 1-5, but also open ended. Then a word cloud can be made from the open ended questions, which gives them a quick answer about most often used words without too much digging into the raw data.

Through the combination of all these elements, the entire 'ship' of user research can be built. If one element were missing, it would not float. Having all elements allows them to have the views they need to make accurate decisions.