Knacklore

← All decks

Cover of Player Research Patterns

Player Research Patterns

Learn what your players really want.

Methods for learning what players really want, for game designers, producers, analysts and researchers. The cards cover deciding what you need to know, interviewing players, reading behavioural data, running surveys that tell you something, discovering what is worth building, and turning findings into decisions the team acts on.

48 cards · 6 suits · 5 recipes · 2 missions

What's inside

A few cards

Illustration for Decision First
Questions

Decision First

Name the decision your research will inform before you choose a method.

Illustration for Player Interview
Talk To Players

Player Interview

Use a conversation guide that gets stories, not opinions.

Illustration for Survey That Works
Ask At Scale

Survey That Works

Ask a few neutral questions, each with a job, and you'll get answers you can use.

One card in full

Illustration for Opportunity Tree
Discover

Opportunity Tree

Draw the line from the number you want to move, through player problems, to the ideas worth testing.

A backlog is a list of answers with the questions torn off. Nobody can say which player problem each idea solves. An opportunity tree, after Teresa Torres' opportunity solution tree, puts the questions back.

How to use it

  1. At the top, write one measurable goal, such as "more new players return on day 7". Agree it first with Decision First.
  2. Below it, write player problems, needs or desires you have evidence for, in the player's words: "I don't know what to do after the tutorial". Each must link to an interview, review or data point.
  3. Split big problems until each is specific enough to act on.
  4. Pick one problem. Under it, write at least three different ideas, so you compare options.
  5. Under each idea, list what must be true for it to work and how you would test it cheaply. Feed those into an Assumption Map.

Example

A hypothetical puzzle team wants better D7 retention. Their tree shows "runs out of lives and has nothing to do" under the goal, with three ideas beneath it: a practice mode, a daily puzzle and a friend gift. They test the riskiest assumption of each first.

Watch out

  • Problems invented in the meeting room. If a branch has no evidence, mark it and go and check it with Problem Interviews.

Recipes

Missions

Related decks

UA Patterns

Acquire players who stay, at a sensible cost.

48 cards

Game Production Patterns

Take a game from concept to live service.

56 cards

Game Design Patterns

Find the fun and keep players playing.

55 cards

← All decks