Item pricing - UQdeco2800/2022-studio-1 GitHub Wiki
It is important that items in the shop are priced appropriately to ensure that players have enough currency to purchase items that they need, but also feel sufficiently challenged in purchasing items to progress through the game and enhance game difficulty. In order to test this, players were asked to play through the game in its entirety (until the game was won or lost) and rate their experience with the currency system on a Likert scale. This method of testing was chosen to allow users to provide a more informed insight into the pricing of items compared to an interview. Also, it allowed for efficiency when doing multiple rounds of testing as we were able to adjust the prices quickly based on user feedback & test again until we reached a pricing balance that was most beneficial for the users.
This test was performed on 5 university students who were unfamiliar with the game and had minimal to some gaming knowledge. Since these users fall in the target audience, they were able to provide appropriate insight into how challenging game users would expect the game to be - it is important to make the game achievable to win, but difficult enough to present a challenge in doing so. The only context provided was the guidebook included in the game - users were given no further context about the functionality of shop items or how they affected gameplay. For ease of navigation, a description of the function of each item can be found in the Shop Design page. At the end of each round, users were asked if they had any further comments or observations which are noted if applicable.
Round 1
Item Pricing
Currency | Starting Amount |
---|---|
Gold | 10 000 |
Stone | 1000 |
Wood | 1000 |
Item | Price |
---|---|
Wall | 50 Wood 50 Stone |
Tower 1 | 100 Wood 50 Stone |
Tower 2 | 100 Wood 50 Stone |
Tower 3 | 200 Wood 100 Stone |
Trap | 50 Stone |
Wood Cutter | 100 Wood 50 Stone |
Stone Quarry | 100 Stone 50 Wood |
Axe | 15 Gold |
Sword | 30 Gold |
Bow & Arrow | 20 Gold |
Trident | 50 Gold |
Shield | 15 Gold |
Chestplate | 20 Gold |
Helmet | 30 Gold |
Health Potion | 50 Gold |
Clock | 40 Gold |
Bed | 20 Gold |
Likert Scale Results
In this round, user 3 noted that the only thing they bought was health potions which allowed them to keep their health bar full for the duration of the game.
Actions
It is clear that the items are priced too low & players are given too much starting currency. Item prices should be increased and starting currency decreased.
Round 2
##Item Pricing
Currency | Starting Amount |
---|---|
Gold | 100 |
Stone | 100 |
Wood | 100 |
Item | Price |
---|---|
Wall | 50 Wood 50 Stone |
Tower 1 | 100 Wood 100 Stone |
Tower 2 | 200 Wood 100 Stone |
Tower 3 | 200 Wood 200 Stone |
Trap | 100 Stone |
Wood Cutter | 300 Wood 100 Stone |
Stone Quarry | 300 Stone 110 Wood |
Axe | 50 Gold |
Sword | 90 Gold |
Bow & Arrow | 75 Gold |
Trident | 150 Gold |
Shield | 50 Gold |
Chestplate | 40 Gold |
Helmet | 40 Gold |
Health Potion | 200 Gold |
Clock | 100 Gold |
Bed | 75 Gold |
Likert Scale Results
Users 4 noted that they felt they could not gain currency fast enough to be able to purchase any items that would benefit their gameplay. They also mentioned that they would have liked to start with more currency to 'get set up' in the game initially & purchase a few items to start so that they could commence gameplay at an advantage.
Actions
Starting currency should be increased enough for the players to be able to purchase at least 1 building & equipment item to allow the player sufficient advantage initially in gameplay. More advanced players may opt for resource-producing items (stone quarry or wood cutter) instead of an equipment item.
Round 3
Item Pricing
Currency | Starting Amount |
---|---|
Gold | 500 |
Stone | 500 |
Wood | 500 |
Item | Price |
---|---|
Wall | 100 Stone & 50 Wood |
Tower 1 | 200 Stone & 100 Wood |
Tower 2 | 300 Stone & 200 Wood |
Tower 3 | 400 Stone & 300 Wood |
Trap | 100 Stone & 50 Wood |
Wood Cutter | 300 Stone & 400 Wood |
Stone Quarry | 400 Stone & 300 Wood |
Axe | 75 Gold |
Sword | 300 Gold |
Bow & Arrow | 200 Gold |
Trident | 500 Gold |
Shield | 100 Gold |
Chestplate | 200 Gold |
Helmet | 300 Gold |
Health Potion | 700 Gold |
Clock | 300 Gold |
Bed | 200 Gold |
Likert Scale Results
Actions
No further feedback was given from users in this round.
Conclusions
Results from round 3 indicated that item pricing & currency availability was achievable yet challenging. The majority of feedback showed difficulty levels averaging at 3.5/5, which we deem to be appropriate for the chosen target audience. If the game was easier and items more accessible, users from this target audience may get bored & disengage with the game.