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

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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


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Finding the Fun: Playtesting Your Way to Success.

STEPHEN JARRETT, VP GAME DESIGN @ ARKADIUM

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

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How do do we te test st if our ga games s reta tain use sers? s?

SO…

Has

s str strong g enga gage gement? t? How do do we find d th the fun?

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WE DID THIS WE WERE WRONG

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WE DID THIS TOO

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X2

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½ Million use sers s pe per month th

Games we are currently testing

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GATHERED DATA AND USED IT!

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

TWEAK-TEST-TWEAK

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Questions we would ask

  • Is the mechanic fun?
  • Is there strong engagement?
  • Do players connect with world and

characters?

  • Does the game monetize?
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Lets look at some Data!

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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.

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JIG JIGSAW BLAST SAW BLAST

  • No

No way to to lose se

  • All abo

bout t pe performing 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

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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

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CHALLENG NGE IS A MOTIVATOR MOTIVATOR FOR FOR ENG NGAGEMENT NT

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15 15 mi mins ns 45 45 mi mins ns 9 9 mi mins ns 42 42 mi mins ns

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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

  • bsta

bstacl cles s and d earn sco score

  • The more sco

score you ge get t th the more armadi dillos s you earn

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Stunt Armadillos

Enga gage gement t –

1hour 55 1hour 55 mi mins ns Average ge pl play se sessi ssion 22mins s

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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

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

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  • We incr

crease sed d ads ds

  • n 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

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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?

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Stu tunt t Armadi dillos s

Time spe spent: t: 3:55mins s

Time spent: 3:45 mins

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

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

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

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

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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…

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“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

  • ffices could be picketed or

maybe even stormed!”

“Bubble board is ok, but I need Armadillos!”

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

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RECAP

1.

  • 1. Create

te a si simpl ple pr proto toty type pe and d te test st early

2.

  • 2. Find

d a pl place ce where you ca can obse bserve pl players s

3.

  • 3. Be pa

pati tient t with th te testi sting g and d obse bserve pl players s for 1 month th

4.

  • 4. TWEA

TWEAK/TES K/TEST/TWEA T/TWEAK K

5.

  • 5. Keep

p co costs sts low on your pr proto toty type pes s

6.

  • 6. Release

se an upda pdate ted d versi sion and d te test st aga gain

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  • 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

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  • 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

EXTRA TIPS

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

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AND FOLLOWING ALL THESE RULES! OUT NOVEMBER 2013

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STEPHEN JARRETT VP GAME DESIGN ARKADIUM @STEPHENJARRETT4