Sea of Thieves - Playtest

Sea of Thieves - Playtest

Solo, Personal Project, Playtesting

Solo, Personal Project, Playtesting

Solo, Personal Project, Playtesting

A personal Formative Research project undertaken to understand the first time experience of a New Player playing the Sea of Thieves tutorial. This was carried out over a duration of 2 weeks in preparation for Sea of Thieves port to PlayStation consoles. It demonstrates the importance of measuring a player's physiological responses such as eye tracking during a playtest and how it can help uncovering causes for certain player behaviors.

A personal Formative Research project undertaken to understand the first time experience of a New Player playing the Sea of Thieves tutorial. This was carried out over a duration of 2 weeks in preparation for Sea of Thieves port to PlayStation consoles. It demonstrates the importance of measuring a player's physiological responses such as eye tracking during a playtest and how it can help uncovering causes for certain player behaviors.

A personal Formative Research project undertaken to understand the first time experience of a New Player playing the Sea of Thieves tutorial. This was carried out over a duration of 2 weeks in preparation for Sea of Thieves port to PlayStation consoles. It demonstrates the importance of measuring a player's physiological responses such as eye tracking during a playtest and how it can help uncovering causes for certain player behaviors.

Client

Client

Personal Project

Personal Project

Services

Services

Primary Research

User Testing

Eye Tracking

Qualitative and Quantitative Analysis

Primary Research

User Testing

Eye Tracking

Qualitative and Quantitative Analysis

Industries

Industries

Video games

Video games

Date

Date

April 2024

April 2024

Overview

Overview

This personal project is a formative UX research study focusing on understanding the first time experience of a New Player playing the Sea of Thieves tutorial by observing their gameplay, measuring their physiological state while playing the game and interviewing them.

This personal project is a formative UX research study focusing on understanding the first time experience of a New Player playing the Sea of Thieves tutorial by observing their gameplay, measuring their physiological state while playing the game and interviewing them.

Research objectives

Research objectives

  1. Understand Player's experience playing the SoT tutorial for the first time

  2. Discover issues that lead to a negative experience.

  3. Learn how the user perceives interface elements such as the inventory , map , prompts etc

  4. Evaluate the Player's emotions after playing the tutorial

  1. Understand Player's experience playing the SoT tutorial for the first time

  2. Discover issues that lead to a negative experience.

  3. Learn how the user perceives interface elements such as the inventory , map , prompts etc

  4. Evaluate the Player's emotions after playing the tutorial

Research Plan

Research Plan

The following research plan was adopted

The following research plan was adopted

Recruitment

Recruitment

The study recruited 4 participants who matched the following criteria

1. Experience level:
Beginner - New to gaming in general ( 1 Participant )
Intermediate - Experienced gamers but new to the adventure/ PvE genre. ( 2 Participants )
Expert - Experienced in adventure and PvE games. ( 1 participants )

2. Gaming Peripherals:
Participants were recruited to ensure equal representation for both, the dualsense controllers and keyboard and mouse as these peripherals are primarily used to game on a Playstation

3. Experience playing Sea of Thieves:
Participants were only recruited if they never saw gameplay and never played the game to ensure that it would be their first experience

4. Language:
One participant was chosen to represent a different language ( Simplified Chinese ) other than English to test the tutorial instructions/prompts of a different language

The study recruited 4 participants who matched the following criteria

1. Experience level:
Beginner - New to gaming in general ( 1 Participant )
Intermediate - Experienced gamers but new to the adventure/ PvE genre. ( 2 Participants )
Expert - Experienced in adventure and PvE games. ( 1 participants )

2. Gaming Peripherals:
Participants were recruited to ensure equal representation for both, the dualsense controllers and keyboard and mouse as these peripherals are primarily used to game on a Playstation

3. Experience playing Sea of Thieves:
Participants were only recruited if they never saw gameplay and never played the game to ensure that it would be their first experience

4. Language:
One participant was chosen to represent a different language ( Simplified Chinese ) other than English to test the tutorial instructions/prompts of a different language

Study Setup

Study Setup

Since the PS5 can be used on both Monitor and Television , two setups were used to carry out User Testing and record physiological responses.

1. Television With Speakers:
This setup mimics the traditional living-room console setup that is commonly used. Eye-Tracking Data was captured using Tobii Glasses 3

2. Monitor with Headphones:
This setup represents the modern way of playing on a PS5 where multiple devices in addition to the PS5 are attached to a monitor and sound is played through the headphones for an immersive gaming experience. Eye tracking data was captured using Tobii Fusion Pro

Since the PS5 can be used on both Monitor and Television , two setups were used to carry out User Testing and record physiological responses.

1. Television With Speakers:
This setup mimics the traditional living-room console setup that is commonly used. Eye-Tracking Data was captured using Tobii Glasses 3

2. Monitor with Headphones:
This setup represents the modern way of playing on a PS5 where multiple devices in addition to the PS5 are attached to a monitor and sound is played through the headphones for an immersive gaming experience. Eye tracking data was captured using Tobii Fusion Pro

Findings

Findings

The Post gameplay questionnaire consisted of Likert scale questions which quantified the different feelings that the participants were feeling after playing the tutorial. This questionnaire was inspired by the Circumplex Model, proposed by James A. Russel.
We see from the chart that The Participants mostly felt Confused , Tired but were also Happy and Excited.

The Post gameplay questionnaire consisted of Likert scale questions which quantified the different feelings that the participants were feeling after playing the tutorial. This questionnaire was inspired by the Circumplex Model, proposed by James A. Russel.
We see from the chart that The Participants mostly felt Confused , Tired but were also Happy and Excited.

User Journey Map

User Journey Map

A user journey map was created to pinpoint issues that would cause these feelings of Confusion and Exhaustion identified previously. It would also help identify which issues lead to negative feelings and which lead to positive feelings by cross-referencing issues during gameplay , post-test interviews and the remarks made by participants while playing.
(It is highly recommended to download the user journey map below in full resolution from here)

A user journey map was created to pinpoint issues that would cause these feelings of Confusion and Exhaustion identified previously. It would also help identify which issues lead to negative feelings and which lead to positive feelings by cross-referencing issues during gameplay , post-test interviews and the remarks made by participants while playing.
(It is highly recommended to download the user journey map below in full resolution from here)

Issues

Issues

The issues highlighted in the user journey map were cross referenced with eye-tracking and gameplay observation to identify the causes and potential solutions

The issues highlighted in the user journey map were cross referenced with eye-tracking and gameplay observation to identify the causes and potential solutions

Prompts

The Tutorial prompts had a couple of issues which was responsible in causing some confusion for the participants

Prompts

The Tutorial prompts had a couple of issues which was responsible in causing some confusion for the participants

Hidden Interaction Buttons

Since the interaction buttons are attached to the object rather than the camera, the tutorial prompts would often cover the interaction buttons causing the participants to press random buttons in order to interact with the chest in this case or think that they did something wrong and retrace their steps

Vague/Confusing Prompts

The instructions contained in some of the prompts caused confusion for all participants ,

The first prompt on the right did not show the picture of the location on the mast where the repairs were required causing participants to go below deck or climb the mast to find the cracks that needed repairing

The second prompt on the right caused participants to click the left stick and hold it instead of "moving the left stick down"

Ignoring Prompt Pictures

3/4 participants ignored the pictures in the tutorial prompt which is essential in locating the correct interaction element, Causing them to spend a lot of time locating the interaction element. The reason for ignoring these prompts can be identified by using a scan path analysis of gaze data as shown below

The participant's gaze path moves in saccades from left to right for each sentence individually. After reading the last line, the eye gaze ends up at the right side , after this the participant looks at the game to make sense of the instruction rather than the picture, as the picture is very far to the left compared to where the participants gaze ends. This is simplified and illustrated below

Level/Tutorial Design

Some issues regarding level design caused significant confusion to players as well

Bucketing Water

The tutorial required players to bucket water from the lower deck of the ship, however,
The prompt was vague and the ship barrel was already filled with water , confusing the participants. This resulted in participants emptying the water barrel and filling it again in hopes of completing the tutorial

Ghost Ship Event

The Ghost Ship event was meant to create feelings of Awe and encourage players to play the game after the tutorial.
However,
3/4 participants missed this event as they were prompted to find cannonballs to fight the ghost ship some time before the kraken swallowed the ghost ship.
This resulted in participants taking a long time to find the cannonball barrel as all 3 of them thought it would be below deck. therefore, missing the event.

Lost in Sea

2/4 players got lost while sailing and kept crashing into invisible barriers. 1 participant completely lost their sense of direction and went back towards the island
This was because the guiding lights were not distinct enough among the other wreckage in the sea forming the invisible barriers.
The players also got lost while getting the cannonballs from the barrel during the ghost ship event , but did not center the wheel. Causing them to go in circles away from their correct path

Barrel Inventory

The Controls for the Barrel inventory is far away from the items in the inventory which would require constant switching of eye gaze between inventory and controls, causing exhaustion.

Hidden Interaction Buttons

Since the interaction buttons are attached to the object rather than the camera, the tutorial prompts would often cover the interaction buttons causing the participants to press random buttons in order to interact with the chest in this case or think that they did something wrong and retrace their steps

Vague/Confusing Prompts

The instructions contained in some of the prompts caused confusion for all participants ,

The first prompt on the right did not show the picture of the location on the mast where the repairs were required causing participants to go below deck or climb the mast to find the cracks that needed repairing

The second prompt on the right caused participants to click the left stick and hold it instead of "moving the left stick down"

Ignoring Prompt Pictures

3/4 participants ignored the pictures in the tutorial prompt which is essential in locating the correct interaction element, Causing them to spend a lot of time locating the interaction element. The reason for ignoring these prompts can be identified by using a scan path analysis of gaze data as shown below

The participant's gaze path moves in saccades from left to right for each sentence individually.

After reading the last line, the eye gaze ends up at the right side. As the picture is very far to the left compared to where the participants gaze ends, the participant looks at the game to make sense of the instruction rather than the picture.

This is simplified and illustrated in the pictures on the left

The participant's gaze path moves in saccades from left to right for each sentence individually.
After reading the last line, the eye gaze ends up at the right side. As the picture is very far to the left compared to where the participants gaze ends, the participant looks at the game to make sense of the instruction rather than the picture.
This is simplified and illustrated in the pictures on the left

Level/Tutorial Design

Some issues regarding level design caused significant confusion to players as well

Bucketing Water

The tutorial required players to bucket water from the lower deck of the ship, however,
The prompt was vague and the ship barrel was already filled with water , confusing the participants. This resulted in participants emptying the water barrel and filling it again in hopes of completing the tutorial

Ghost Ship Event

The Ghost Ship event was meant to create feelings of Awe and encourage players to play the game after the tutorial.
However,
3/4 participants missed this event as they were prompted to find cannonballs to fight the ghost ship some time before the kraken swallowed the ghost ship.
This resulted in participants taking a long time to find the cannonball barrel as all 3 of them thought it would be below deck. therefore, missing the event.

Lost in Sea

2/4 players got lost while sailing and kept crashing into invisible barriers. 1 participant completely lost their sense of direction and went back towards the island
This was because the guiding lights were not distinct enough among the other wreckage in the sea forming the invisible barriers.
The players also got lost while getting the cannonballs from the barrel during the ghost ship event , but did not center the wheel. Causing them to go in circles away from their correct path

Barrel Inventory

The Controls for the Barrel inventory is far away from the items in the inventory which would require constant switching of eye gaze between inventory and controls, causing exhaustion.

Observations - Beginner vs Experienced

Observations - Beginner vs Experienced

Apart from the issues discovered there were also interesting observations made between beginner , intermediate and expert players

Apart from the issues discovered there were also interesting observations made between beginner , intermediate and expert players

Finding the 'X' spot on the treasure map

Finding the 'X' spot on the treasure map

Beginner and Intermediate players took longer to find the X spot on the map. The advance players however, took shorter time to find X , this can be further explored by looking at the average heatmap of eye gaze data when looking at the map

Beginner and Intermediate players took longer to find the X spot on the map. The advance players however, took shorter time to find X , this can be further explored by looking at the average heatmap of eye gaze data when looking at the map

Radial Menu

Beginner and Intermediate players focused more on familiarizing themselves with the radial menu controls whereas the advanced players focused on familiarizing themselves with the items in the radial menu

Suggestions

Suggestions

Since the project was undertaken for a duration of two weeks and due to the lack of Game Assets , prototypes for solutions could not be made. Therefore , here are some suggestion to solve the issues discussed above.

Changing the positions of Barrel Inventory controls

Changing the positions of Barrel Inventory controls

The Position of the barrel inventory could be brough closer to the inventory and placed under or above the item description. thus resulting in lesser eye gaze travel distance and subsequently leading to reducing eye fatigue

The Position of the barrel inventory could be brough closer to the inventory and placed under or above the item description. thus resulting in lesser eye gaze travel distance and subsequently leading to reducing eye fatigue

Changing the positions of Tutorial Prompt Pictures

Changing the positions of Tutorial Prompt Pictures

The tutorial prompt pictures play an important part in helping locate the correct element to interact with. Therefore it could be highlighted and placed on the right side of the text instead of the left side so that it is closer to the player's gaze after reading the tutorial prompt

The tutorial prompt pictures play an important part in helping locate the correct element to interact with. Therefore it could be highlighted and placed on the right side of the text instead of the left side so that it is closer to the player's gaze after reading the tutorial prompt

NPC acts as a guide to find barrels and sail controls

The Pirate lord is an NPC that guides you through the first part of the tutorial , He shows you how to find the sword. and the direction to sail into the Sea of Thieves. This same NPC could be used by players to locate the Sail length controls and barrels on the ship.

The Pirate lord is an NPC that guides you through the first part of the tutorial , He shows you how to find the sword. and the direction to sail into the Sea of Thieves. This same NPC could be used by players to locate the Sail length controls and barrels on the ship.

Getting cannonballs before the ghost ship event

The tutorial to get cannonballs could be moved earlier to a point where the ship is being fixed and stationary so that the players do not need to spend time finding cannonballs during the ghost ship event and miss it.

The tutorial to get cannonballs could be moved earlier to a point where the ship is being fixed and stationary so that the players do not need to spend time finding cannonballs during the ghost ship event and miss it.

Future Scope and Limitations

Future Scope and Limitations

This study has found and suggested fixes for some issues that affected the players experience of playing the tutorial in a negative way and created feelings of confusion and exhaustion.

This study was carried out from start to finish within two weeks so that these insights could be shared before the game could be ported to PS5 at the end of April. Therefore, the study wasn't able to go in depth and understand every aspect of the game mechanics , such as radial menu and important KPIs such as task completion time , error rates etc.
The study was a formative research project and did not have a particular hypothesis which was being researched. It merely formed a basis to form hypotheses about player behavior. Therefore in the future hypotheses could be made from this research which could be researched more narrowly with significant depth.

This study has found and suggested fixes for some issues that affected the players experience of playing the tutorial in a negative way and created feelings of confusion and exhaustion.

This study was carried out from start to finish within two weeks so that these insights could be shared before the game could be ported to PS5 at the end of April. Therefore, the study wasn't able to go in depth and understand every aspect of the game mechanics , such as radial menu and important KPIs such as task completion time , error rates etc.
The study was a formative research project and did not have a particular hypothesis which was being researched. It merely formed a basis to form hypotheses about player behavior. Therefore in the future hypotheses could be made from this research which could be researched more narrowly with significant depth.