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

Mind map of design process in ux for videogames

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

Image of Tutorial Section in menus

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

Mind map of design process in ux for videogames
Mind map of design process in ux for videogames

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

Image of Tutorial Section in menus
Image of Tutorial Section in menus

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%