
A swipe-based kingdom decision game with story-driven choices.
Players read the story and played emotionally, not analytically
From Reigns playtesting
Reigns swapped exact stat numbers for vague bars so players read the story. Reigns first showed exact stat numbers and how each choice would change them. In playtesting, players tried to optimise the numbers and ignored most of the text. After the switch to vague bars, they read the story and decided on an emotional level.
The playtesters' behaviour was described as: "players focused almost exclusively on trying to optimise these numbers - and ignored most of the text." The lesson is that a vague stat display pushes players toward emotional rather than analytical play.
Players shown exact stat numbers optimised them and ignored the story. After switching to vague bars, they read the text and decided emotionally.
Reigns swapped exact stat numbers for vague bars so players read the story. Reigns first showed exact stat numbers and how each choice would change them. In playtesting, players tried to optimise the numbers and ignored most of the text. After the switch to vague bars, they read the story and decided on an emotional level.
The playtesters' behaviour was described as: "players focused almost exclusively on trying to optimise these numbers - and ignored most of the text." The lesson is that a vague stat display pushes players toward emotional rather than analytical play.
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