TUTORIALS
SUMMARY
SUMMARY
SCOPE
SCOPE
Creating a tool to teach players well for x to increase the retention rate of Rainbow 6.
Creating a tool to teach players well for x to increase the retention rate of Rainbow 6.
PROBLEM
PROBLEM
Overwhelmenss of inputs creating a lack of understanding for newcomers. Consequently the game’s retention was under 20% in D1.
Overwhelmenss of inputs creating a lack of understanding for newcomers. Consequently the game’s retention was under 20% in D1.
DESCRIPTION
DESCRIPTION
Multi gameplay feature made of sub systems guiding players through linear objectives based on basic and core mechanics resulting into three Tutorials (Basics, Attack and Defense) to empower players.
Multi gameplay feature made of sub systems guiding players through linear objectives based on basic and core mechanics resulting into three Tutorials (Basics, Attack and Defense) to empower players.
BACKGROUND
BACKGROUND
Churning of players due to the lack of proper onboarding tools for such a complex game where players need to be ready asap as it is an online game.
Churning of players due to the lack of proper onboarding tools for such a complex game where players need to be ready asap as it is an online game.
GOAL
GOAL
Creating a Tutorial so that players understand the game better in a safe space outside the online world without pvp preassure.
Creating a Tutorial so that players understand the game better in a safe space outside the online world without pvp preassure.
TOOLS
TOOLS
Figma, Miro, Ubisoft’s 3D Engine, Jira, Eye HeatMaps, Axure RP, Excel and Scientific literature on learning.
Figma, Miro, Ubisoft’s 3D Engine, Jira, Eye HeatMaps, Axure RP, Excel and Scientific literature on learning.
OVERVIEW
OVERVIEW
DESIGN PROCESS

ALIGNMENT
1
All designers listed core mechanics to be taught, from Onboarding and Playlist
All designers listed core mechanics to be taught, from Onboarding and Playlist
2
Game design proposed practical cases of objectives to play those core mechanics
Game design proposed practical cases of objectives to play those core mechanics
3
Then UX looked into how to introduce the concepts and interactions needed
Then UX looked into how to introduce the concepts and interactions needed
INSIGHTS
INSIGHTS

We conducted several tests on the Tutorials as they were developing. Our objective was to increase the confidence of new players and improve learning of the game to increase retention, thus creating more engagement to play due to empowerment.
What we saw is that even though we kept improving the space to learn and we AB tested whether to force Tutorials or not, the outcome was the same in terms of “feeling”; in terms of retention, it improved.
This is a recurrent issue in Game as Services that keep on growing over time; more content means more complexity and more to learn, which is what players want, but it is a double-edge sword for your newcomers if it’s not properly limited at the beginning. That is why we decided to chunk knowledge in future features.
We conducted several tests on the Tutorials as they were developing. Our objective was to increase the confidence of new players and improve learning of the game to increase retention, thus creating more engagement to play due to empowerment.
What we saw is that even though we kept improving the space to learn and we AB tested whether to force Tutorials or not, the outcome was the same in terms of “feeling”; in terms of retention, it improved.
This is a recurrent issue in Game as Services that keep on growing over time; more content means more complexity and more to learn, which is what players want, but it is a double-edge sword for your newcomers if it’s not properly limited at the beginning. That is why we decided to chunk knowledge in future features.
IMPACT
IMPACT
Retention Increase
Retention Increase
DAY 1
11%
DAY 3
09%
DAY 7
17%
DAY 28
54%
TUTORIALS
RELATED
RELATED
RELATED
Sub-feature in Tutorials guiding players
Sub-feature in Tutorials guiding players
Sub-feature in Tutorials guiding players
Testing the mandatory hypothesis
Testing the mandatory hypothesis
Testing the mandatory hypothesis
Testing if Tutorials were teaching players
Testing if Tutorials were teaching players
Testing if Tutorials were teaching players
Clustering mechanics
Clustering mechanics
Clustering analysis
SUMMARY
SCOPE
Creating a tool to teach players well for x to increase the retention rate of Rainbow 6.
PROBLEM
Overwhelmenss of inputs creating a lack of understanding for newcomers. Consequently the game’s retention was under 20% in D1.
DESCRIPTION
Multi gameplay feature made of sub systems guiding players through linear objectives based on basic and core mechanics resulting into three Tutorials (Basics, Attack and Defense) to empower players.
BACKGROUND
Churning of players due to the lack of proper onboarding tools for such a complex game where players need to be ready asap as it is an online game.
GOAL
Creating a Tutorial so that players understand the game better in a safe space outside the online world without pvp preassure.
TOOLS
Figma, Miro, Ubisoft’s 3D Engine, Jira, Eye HeatMaps, Axure RP, Excel and Scientific literature on learning.
OVERVIEW
DESIGN PROCESS


ALIGNMENT
1
All designers listed core mechanics to be taught, from Onboarding and Playlist
2
Game design proposed practical cases of objectives to play those core mechanics
3
Then UX looked into how to introduce the concepts and interactions needed
INSIGHTS


We conducted several tests on the Tutorials as they were developing. Our objective was to increase the confidence of new players and improve learning of the game to increase retention, thus creating more engagement to play due to empowerment.
What we saw is that even though we kept improving the space to learn and we AB tested whether to force Tutorials or not, the outcome was the same in terms of “feeling”; in terms of retention, it improved.
This is a recurrent issue in Game as Services that keep on growing over time; more content means more complexity and more to learn, which is what players want, but it is a double-edge sword for your newcomers if it’s not properly limited at the beginning. That is why we decided to chunk knowledge in future features.
IMPACT
Retention Increase
DAY 1
11%
DAY 3
09%
DAY 7
17%
DAY 28
54%