In response to the interview questions by S
This document is dedicated to analysis S
in terms of three R metrics:1. R
: how to acquire customers;2. R
: how to keep customers;3. R
I will structure the analysis in the following two aspects:1. Summary available features that match the metrics, make some discussion.2. Suggest some data collection methods and data analysis techniques.I will also make up some mockup data to demonstrate data that I wish to collect and some statistical methodfor data analysis.
A great game is a game that is innovative and always centers around players. S
is amazingand addictive. As a computer gamer who has played many simulation/management games, I would like todiscuss a bit about current features and make some personal suggestions. You can treat this part as a reviewfrom a customer. The data analysis is in the next section which is the main body of this essay.
It is Fun to play S
The gameplay is fun and addicting. The graphic is stunning and cute. The sound and BGM are quiteinteresting. Avatars, proﬁles, state machines, tech trees, collections, sliders and interface toys aredesigned quite well in the game. This is actual core metric that reach and retain users in the game.2.
Easy to lean, hard to master
The game is easy to get hands on, even for ﬁve-year-old kids. The intuitive tutorial after launchingthe game for the ﬁrst time guides users through almost all the necessary steps to operate a zoo. How-ever, within a tiny space, some micromanagement skills are requires. For example, how to ﬁt morebuildings into the zoo? Whether to spend zoo bucks for instant ﬁnish or not? Adequate advanced,more involved techniques is especially important for retaining advanced users from whom might therevenue come.Talking about players’ skill levels, I am not sure about player demographics(I will discuss this inthe next section). For me, the game is a bit simple and I would like to see more advanced features.For example, one obnoxious problem is building path. So far, path is totally redundant in the gamebecause "tourists" run around. Even if I insist on building a path regardless whether it is useful or not.I have to go to store -> decoration -> scroll pages until I can ﬁnd the path. And I also need to digthrough this hierarchy again if I need a corner or I accidentally hit cancel. I would suggest:(a) Add some shortcut slots somewhere at the corner of the screen where players can drag whatso-ever they want to it;2