As the market is maturing and we make games for a more granular audience, user research has become a more prominent part of F2P game development. How do we make the most of user research at the very early phase of development, when we know little about our audience and the shape of the game we want to make? How to get reliable insights that can lead to critical decisions on the direction of the game, at an earlier stage than soft launch?
In my talk, I will share the takeaways on the new game I am developing: how user research revealed that we were going in the wrong direction at very early stage, and which methods we used (playtestcloud, f2f live interviews, beta tester groups...) that any developer can decide to use tomorrow, at a low cost.