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Using DATA to design onboarding
Martin Jurasek - PIxel Federation
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NO TUTORIAL WHATSOEVER
Seaport - Using data to design onboarding
Seaport - Using data to design onboarding
Looking for
tutorial? <3
Seaport - Using data to design onboarding
v
LONG SAIL AHEAD OF US
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1. Collect insights
v
2. IDENTIFY PROBLEMS
Only 56% players
purchased ship
Only 69% of purchased
ships were dispatched
81% of players didn’t
get to exploring. That
sucks.
v
2. IDENTIFY PROBLEMS
BUYING SHIPS
Problem: Lof of players don’t
buy the ship.
3. FIX THE BOTTLENECKS
DISPATCHING SHIPS
Problem: Lof of players don’t
buy the ship.
Real problem:
If players buy the ship,
they still do not use
them.
3. FIX THE BOTTLENECKS
zZz
zZz
zZz
TODAY’s Takeaway:
Game Designers shouldn't just aim to design perfect
tutorials. Instead, the focus should
be on designing a perfectly intuitive and engaging
environment.
Tutorials are only one of the available tools in the
quiver to achieve, the perfect onboarding experience.
TODAY’s Takeaway:
tl;dr
Tutorial is only one of the tools for player’s
onboarding experience
Seaport - Using data to design onboarding
Seaport - Using data to design onboarding
VERIFY player’s understanding of mechanics
Unclear Interactions
1. IMPROVe CLARITY. STEP BY STEP
1. NEW ICON.
UX METHODS - QUALITATIVE DATA
ICON LABELING!
SMALL DETAILS MATTER!
Task: “Ok, let’s ask our art to design
new icons…”
Q: But how do we know if those new
icons are going to be better?
A: We don’t. But we can argue about
that icon design all day long and we
still won’t come to a conclusion.
NEW ICON
ICON LABELING test - OUR process
1. Create more designs for
testing
2. Prepare questionnaire
3. Do the PILOT test!
4. Ask for help from your
colleagues - community
management/people who
are in touch with
community
5. Test
6. Evaluate
7. Implement
ICON LABELING test - OUR process
This was done in two days as one
small activity, so there wasn’t any
collision with production process.
Seaport - Using data to design onboarding
2. DYNAMIC TOOLTIPS
If you Want your player to do something, tell
him
In order to support the player’s actions we used “forced” tooltips. At the beginning
of the game, the player is shown various tooltips. Tooltips are placed to help him
understand our game environment better.
TEXT is temporarily shown every
time a new player visits the map
Seaport - Using data to design onboarding
3. Don’t be afraid
To change GD rules
New GD rule: If player owns in total less ships than his capacity of ship fleet, he is
not able to send ship to docks.
If needed, change GD RULES
Seaport - Using data to design onboarding
4. NEW CONTENT
Sorry SANTA MARIA
LONG LIVE LE GRACE!
Onboarding
Preco sme nic nemali? New Ship! Sorry Santa
Maria
Limited offer to 1 vessel.
Le Grace is 5 star ship.
That means player is not
able to upgrade it.
Therefore cognitive
overload is reduced
Seaport - Using data to design onboarding
Seaport - Using data to design onboarding
5. WE’re DONE AND
READY FOR SAIL!
Seaport - Using data to design onboarding
???
???
???
???
???
???
Old rule - “Realistic”
Once the player buys a new ship and has empty slots in his fleet, purchased ship
strats sail to the port from the right side of the screen
New rule - “Usable”
Once the player buys a new ship and has empty slots in his fleet, purchased ship
shows immediately in the port
Usability > 100% accurate Realism
???
Small change = difference of +-30 seconds
OLD NEW
Unclear Interaction
69% of
purchased ships
were sent
REDESIGNED
Interaction
85% of
purchased ships
were sent
Many MANY MORE DETAILS improving FTUE
Upgrade mark
Retention chest
zZz - to highlight idle production
Sawmill PRODUCTION
Problem:
Based on playtestcloud testing and our data we
have discovered that players weren’t producing
any materials in their sawmill.
Solutions:
1. Start game with finished production
2. Create support animation
3. Add “zZz” mark to highlight idle production
Sawmill PRODUCTION
1. Start game with finished production
Didn’t help at all
2. Use support animation
Helped a bit, but players didn’t restart
production
3. Add “zZz” badge to highlight idle production
“zZz” badge from boats didn’t work. Players
found it distracting and we had to go with
more subtle design
● Reduce travel time to Small Town -> more interaction with ships
● Redesigned map areas to create more exploration zones -> more mini goals
for player
● Moved exploring to earlier stages of the game -> early game curiosity
● Add treasure chest destinations on the map -> More rewarding experience
FIXING EXPLORATIOn
Seaport - Using data to design onboarding
NO GUIDE WITH GUIDE
And where is that tutorial?
Hello?
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SO WHAT DOES THIS MEAN?
TODAY’s Takeaway:
tl;dr
Tutorial is only one of the tools for player’s
onboarding experience
now for “tutorial”
Our recipe:
GUIDE mechanic
NPC triggered by various events at
the beginning of the game.
Mechanic is robust and usable in
later stages of the game as well.
GUIDE’s purpose:
1. Support and clarify
2. Force player to do something
now for “tutorial”
TUTORIAL - OUR RECipe
Feedback collected via playtestcloud
5 rounds of iterations
GUIDE LAUNCH -> A/B TEST
NO GUIDE WITH GUIDE
YES GUIDENO GUIDE
YES GUIDEWITH GUIDE
YES GUIDEDIFFERENCE
WITHOUT
GUIDE
85% 96%
WITH GUIDE
v
SHIPS DISPATCHED AFTER PURCHASE
THANK YOU!
QUESTIONS?
MARTIN JURASEK
UX Game Designer
mjurasek@pixelfederation.com
https://www.linkedin.com/in/jurasekmartin
www.pixelfederation.com

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Seaport - Using data to design onboarding