Image of full flow player journey with link to the full image
Image of full flow player journey with link to the full image

FIRST TIME USER EXPERIENCE (FTUX)

FIRST TIME USER EXPERIENCE (FTUX)

DESCRIPTION

DESCRIPTION

Flow of features for newcomers the first time they ever launch the game. It includes Tutorials, Newcomer Challenges, Versus AI Playlist, and Menus guidance. It is always evolving

Flow of features for newcomers the first time they ever launch the game. It includes Tutorials, Newcomer Challenges, Versus AI Playlist, and Menus guidance. It is always evolving

TOOLS

TOOLS

Figma, Miro, Architecture mapping, Customer journey, Mindmaps, Stakeholder workshops, Benchmarks

Figma, Miro, Architecture mapping, Customer journey, Mindmaps, Stakeholder workshops, Benchmarks

CHALLENGE

CHALLENGE

Players were lost from feature to feature, and they weren't completing all the necessary steps to become autonomous

Players were lost from feature to feature, and they weren't completing all the necessary steps to become autonomous

SOLUTION

SOLUTION

Orchestrating the system: ordering mechanics, gating complexity

Orchestrating the system: ordering mechanics, gating complexity

IMPACT

IMPACT

Increase in retention by D7 f 11% and D28 of 4%

Increase in retention by D7 f 11% and D28 of 4%

IN DEPTH

IN DEPTH

SETTING UP

SETTING UP

Asking the right questions

Asking the right questions

Question 1- How do we prioritise which features go first?

Question 1- How do we prioritise which features go first?

Question 2 - What mechanics are key?

Question 2 - What mechanics are key?

Question 3 - What do we teach and do not teach?

Question 3 - What do we teach and do not teach?

Question 4 - If the core game is so hard, would players benefit from mandatory Tutorials?

Question 4 - If the core game is so hard, would players benefit from mandatory Tutorials?

QUESTION 1 - THE LOOP

QUESTION 1 - THE LOOP

Teaching - Practicing - Reinforcing was the main method applied to position features across the steps.

Teaching - Practicing - Reinforcing was the main method applied to position features across the steps.

Slide of Onboarding mechanic  loop from GDC presentation
Slide of Onboarding mechanic  loop from GDC presentation

QUESTION 2 - MECHANIC ANALYSIS

QUESTION 2 - MECHANIC ANALYSIS

Initiative to find out what to prioratize for our beginner players.

Initiative to find out what to prioratize for our beginner players.

  1. Gameplay feature: what skills do we need?

  1. Gameplay feature: what skills do we need?

  1. Sort them by beginner, mid or advanced skill.

    Example:
    - Low: changing weapon and concept of bomb.
    - Mid: Gadgets and map navigation.
    - High: map control and team tactics.

  1. Sort them by beginner, mid or advanced skill.

    Example:
    - Low: changing weapon and concept of bomb.
    - Mid: Gadgets and map navigation.
    - High: map control and team tactics.

  1. Choose a player type and focus in one of the tiers beginner, mid or advanced.

  1. Choose a player type and focus in one of the tiers beginner, mid or advanced.

RESULTS

RESULTS

RESULTS

Results of mechanic analysis showcasing main focus groups for Tutorials
Results of mechanic analysis showcasing main focus groups for Tutorials

Based on our main objectives: Safe space - Self-sufficient - Coreselling points. We chose the most relevant ones for newcomers. Which were the focuses on our three Tutorials.

Based on our main objectives: Safe space - Self-sufficient - Coreselling points. We chose the most relevant ones for newcomers. Which were the focuses on our three Tutorials.

QUESTION 3 - LEARN STUDY

QUESTION 3 - LEARN STUDY

In this data test we tried three versions of the FTUX one with mandatory tutorials, one with non-mandatory and the third with just one. You can see more here.

In this data test we tried three versions of the FTUX one with mandatory tutorials, one with non-mandatory and the third with just one. You can see more here.

  1. Investigation: missing learnings.

  1. Investigation: missing learnings.

  1. Definition: what is needed for skill.

  1. Definition: what is needed for skill.

  1. Classification: teach or not.

  1. Classification: teach or not.

  1. Clustering: in related groups.

  1. Clustering: in related groups.

  1. Clean: leave what needs to be taught.

  1. Clean: leave what needs to be taught.

  1. Bainstorm: based on final groups.

  1. Bainstorm: based on final groups.

RESULTS

RESULTS

RESULTS

Miro notes board from learn study zoomeout
Miro notes board from learn study zoomeout

Identified active and passive teachings, to find the gaps:

  • Mapped the journey of players and position in player life cycle to focus on one part.

  • Brainstorming sessions and discussions with the team and directors.

Identified active and passive teachings, to find the gaps:

  • Mapped the journey of players and position in player life cycle to focus on one part.

  • Brainstorming sessions and discussions with the team and directors.

QUESTION 4 - AB TEST

QUESTION 4 - AB TEST

In this data test we tried three versions of the FTUX one with mandatory tutorials, one with non-mandatory and the third with just one. Choosing the right flow to transition to FTP.

In this data test we tried three versions of the FTUX one with mandatory tutorials, one with non-mandatory and the third with just one. Choosing the right flow to transition to FTP.

THE HYPOTHESIS

Forcing players to complete all Tutorials will present a difference in learning as players will go through a training where they will learn all skills necessary for Rainbow 6.

THE HYPOTHESIS

Forcing players to complete all Tutorials will present a difference in learning as players will go through a training where they will learn all skills necessary for Rainbow 6.

RESULTS

First AB test in the game, implementation was conducted together with the Data and Onboarding team. Despite our initial expectations, no statistical difference was observed among the three populations. The chocie was semi-mandatory as it is the in between of the three of them.

RESULTS

First AB test in the game, implementation was conducted together with the Data and Onboarding team. Despite our initial expectations, no statistical difference was observed among the three populations. The chocie was semi-mandatory as it is the in between of the three of them.

INSIGHTS

INSIGHTS

Image of Training Section

The puzzle has many pieces, our objective in the end was to leave it open and allow the player to have more agency. Some changes we did were insignificant statistically, but they had a qualitative impact, which was good as we were aware that if we couldn’t change the core of the game, we needed at least to make it more comfortable, which was the outcom.

The puzzle has many pieces, our objective in the end was to leave it open and allow the player to have more agency. Some changes we did were insignificant statistically, but they had a qualitative impact, which was good as we were aware that if we couldn’t change the core of the game, we needed at least to make it more comfortable, which was the outcom.