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STEPHEN JARRETT, VP GAME DESIGN @ ARKADIUM STEPH PHEN N JARRETT - PowerPoint PPT Presentation

Finding the Fun: Playtesting Your Way to Success. STEPHEN JARRETT, VP GAME DESIGN @ ARKADIUM STEPH PHEN N JARRETT VP P Game Desi sign gn NE NEW YORK CROSS PL PLATFORM GAME ST STUDIO UDIO SO How do do we te test st if our ga


  1. Finding the Fun: Playtesting Your Way to Success. STEPHEN JARRETT, VP GAME DESIGN @ ARKADIUM

  2. STEPH PHEN N JARRETT VP P Game Desi sign gn NE NEW YORK CROSS PL PLATFORM GAME ST STUDIO UDIO

  3. SO… How do do we te test st if our ga games s reta tain use sers? s? Has s str strong g enga gage gement? t? How do do we find d th the fun?

  4. WE DID THIS WE WERE WRONG

  5. WE DID THIS TOO

  6. X2

  7. Games we are currently testing ½ Million use sers s pe per month th

  8. GATHERED DATA AND USED IT!

  9. TWEAK-TEST-TWEAK GOOD COL COLLECT ECT POOR STATS DAT DATA STATS ENGAGING REJECT? (Y/N) TWEAK SUCCESS! 10 10

  10. Questions we would ask ● Is the mechanic fun? ● Is there strong engagement? ● Do players connect with world and characters? ● Does the game monetize?

  11. Lets look at some Data!

  12. JIG JIGSAW BLAST SAW BLAST Jigsa gsaw ga game where th the pl player match tches s one pi piece ce at t ti time.

  13. JIG JIGSAW BLAST SAW BLAST • No No way to to lose se • All abo bout t performing pe g ch chains s • Sco core ba base sed d • Relaxing g musi sic c • Time spe spent t – 11 11 mi mins ns i in 2 n 2 se sessi ssions s a week pe per uniqu que use ser

  14. JIG JIGSAW BLAST SAW BLAST • Adde dded d ti time limit t – • Pl Players s ca can now lose se! Enga gage gement t incr crease sed d to to 60 60 mi mins ns pe per week in an average ge of 6 se sessi ssions s

  15. CHALLENG NGE IS A MOTIVATOR MOTIVATOR FOR FOR ENG NGAGEMENT NT

  16. 15 15 mi mins ns 9 mi 9 mins ns 45 mi 45 mins ns 42 42 mi mins ns

  17. Stunt Armadillos ● A ti timed d Characte cter ba base sed d flick ck ga game ● Flick ck inco coming g armadi dillos s to to sm smash sh obsta bstacl cles s and d earn sco score ● The more sco score you ge get t th the more armadi dillos s you earn

  18. Stunt Armadillos Enga gage gement t – 1hour 55 1hour 55 mi mins ns Average ge pl play se sessi ssion 22mins s

  19. Stunt Armadillos ● We made de it t harde der to to earn Armadi dillos s ● Game se sessi ssions s be beca came sh shorte tened. d. ● Enga gage gement t Just st unde der 4 hours (3hours s 49mins) ) With th Average ge ti time pe per pl play se sessi ssion 12mi 12mins ns

  20. KEEP P THEM HUNG NGRY FOR MOR MORE – LE – LET TH T THEM TAKE M TAKE A BR A BREAK AK

  21. ● We incr crease sed d ads ds on our Face cebo book ga game ● Ads ds every 3 pl plays s We go got t a 4X enga gage gement t bo boost st

  22. Stunt Armadillos Could d we incr crease se enga gage gement t even furth ther by by impr proving g art and d po polish shing g th the ga game?

  23. Stu tunt t Armadi dillos s Time spent: 3:45 mins Time spe spent: t: 3:55mins s

  24. GAME PO POLISH DID NO NOT INC NCREASE ENG NGAGMENT NT TO AN N ALREADY ENG NGAGED USER BASE

  25. Rota tate te th the bo board d to to match tch in- co coming g bu bubbl bbles s

  26. 10 10 mi mins ns pe per 30 mi 30 mins ns pe per enga gage ged d use ser enga gage ged d use ser $7 co cost st pe per insta stall $3 co cost st pe per insta stall

  27. THEMES ARE MORE APPE PPEALING NG TO NO NON- N-ENG NGAGED PL PLAYERS

  28. Afte ter 2 month ths, s, we removed d Stu tunt t Armadi dillos s and d Flick ckadi dillos from G from GDG DG This s is s what t happe ppened… d…

  29. “Every day i come to GDG i still have my fingers crossed - waiting for the return of the armadillos . . .” “I wish they would bring back stunt armadillos” “I think there are many armadillo addicts suffering withdrawals. There could be a mutiny; possibly an incredible uprising. The GDG offices could be picketed or maybe even stormed!” “Bubble board is ok, but I need Armadillos!”

  30. CULTS MAY FORM ON N GAMES WITH HIGH ENG NGAGMENT NT MAKE SURE THEY HAVE A PL PLACE TO COMMUNI NICATE

  31. RECAP 1. Create te a si simpl ple pr proto toty type pe and d te test st early 1. 2. Find d a pl place ce where you ca can obse bserve 2. pl players s 3. Be pa pati tient t with th te testi sting g and d obse bserve 3. players pl s for 1 month th 4. TWEA TWEAK/TES K/TEST/TWEA T/TWEAK K 4. 5. Keep p co costs sts low on your pr proto toty type pes s 5. 6. Release se an upda pdate ted d versi sion and d te test st 6. aga gain

  32. ● CHALLENG NGE IS A MOTIVATOR FOR ENG NGAGEMENT NT ● KEEP P THEM HUNG NGRY FOR MORE – LET THEM TAKE A BR A BREAK AK ● MAKING NG A MORE PO POLISHED GAME DID NO NOT INC NCREASE EGAGEMENT NT TO AN N ALREADY ENG NGAGED USER BASE USER BASE ● THEMES ARE MORE ENG NGAGING NG FOR USERS WHO ARE NO NOT ALREADY ENG NGAGED ● CULTS WILL FORM ON N HIGH ENG NGAGMENT NT GAMES IF PL PLAYERS HAVE A PL PLACE TO PO POST ● ADDING NG CHARACTERS AND ND PE PERSONA NALTY TO YOUR GAMES WILL INC NCREASE ENG NGAGEMENT NT

  33. EXTRA TIPS ● Don’t t use se spa space ce th themes s for ca casu sual pl players s ● Pl Players s LOVE leade derbo boards ds and d have 2X more enga gage gement t as s ga games s th that t do don't t ● Rese search ch th the market t be before pr proto toty typi ping g ● Unde dersta standa dabi bility ty ● Intr trodu duce ce new mech chanics cs over ti time to to keep p th the ga game fresh sh

  34. STUNT NT ARMADILLOS Coming g th this s Spr pring! g!

  35. AND FOLLOWING ALL THESE RULES! OUT NOVEMBER 2013

  36. STEPHEN JARRETT VP GAME DESIGN ARKADIUM @STEPHENJARRETT4

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