Improving User Experience

in #hive-15032912 hours ago

In one of his short posts yesterday, @ph1102 listed a couple of common sense things a newbie should and shouldn't do to improve their experience on Hive or thrive to do better in certain areas. I agree with all of them! Maybe except with the power down thing, nobody should even explain this to anyone. They are common sense, after all.

But then I thought that if you go to other social media platforms and need to know what is the recommended usage, you usually find that somewhere. Of course, they often abuse their users breaking their own rules (or making unclear rules), but that's a different thing. I was referring to something like FAQs or tooptips.


AI generated.

Today, that came back to my mind, and I remembered the Splinterlands case, and how much they lost by not having a great new player experience. They have the excuse that when they started, nobody was interested in that and users kept coming to their platforms because Web 3 gaming was the hot thing in crypto. But not anymore. Now they need to fight for their users. And they do.

But it took about a year to implement the New Player Experience (NPE) to Splinterlands and they are not finished yet, but almost there. That meant totally recreating all their webpages from scratch using a different technology (while the game was live, so maintaining both the new and the old versions), tweaking the game economy until it became uneconomical to massively extract value from the game, updating the design continuously, allowing new players to play most of the game without buying a spellbook, upgrading the Challenge and now Training (formerly known as Practice) mode. keeping documentation and support articles up to date and adding new ones, changing the descriptions of abilities and rulesets to make them clearer, adding in-game tooltips, etc. That's all I can remember at first hand without checking the docs.

They still have to release a campaign mode which will be PvE and slated to train newcomers on various aspects of the game. With this campaign, they will add a new SB set of cards that will be given to the new players throughout the campaign (and can be purchased too), with underpowered cards compared to what can be purchased in normal chests or rewards. But it's free and a great way to learn to play.

This new campaign mode will be later used as a platform for other targeted campaigns for all players.

My point is to draw attention to the massive transformations that were needed to better cater to new players. And I can tell you that all Hive front ends can improve a ton on this aspect. Some more than others, it's true. But catering to new user experience is something that takes a lot of development work and time, as you have seen in the case of Splinterlands described above, and I understand why there would be a reluctance to push it hard in that direction. Splinterlands probably wouldn't have done it either, if for them it wasn't almost an existential threat to continue as it was before.

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SPS did a sensible thing by improving user experience in a bid to retain players. Like you said there's a lot of room for all hive frontends to do the same, though the problem is if they will. Thanks for writing.

I think some made some progress in this area (INLEO with various onboarding options, custom UIs, their referral system, for example, and a UI similar to X). I don't know well enough other front ends except PeakD to say more about them, but probably all of them can be improved (including INLEO).


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Thanks for the mention!

Lack of documentation, no existing FAQ, and no explanations are the old problem of HIVE developers... I suppose that everyone hates writing descriptions, whitepapers, and docs (including myself), but you should find someone who likes doing that, or pay someone to do it... It is crucial for newbies to understand what they CAN accomplish with it...

Don't want to sound too grumpy, but Crownrend is another example of exactly that... I mean, I like to play it, but there is just a little information about how it works (on the website)... I know it's early, and it's fresh, but even then, it should have a bit more info on the site...

It's a pity that it has to go in reverse... You grab money at the beginning, and when it begins to go downhill, THEN you start to pay attention to details and the importance of user experience...

It's a pity that it has to go in reverse... You grab money at the beginning, and when it begins to go downhill, THEN you start to pay attention to details and the importance of user experience...

Indeed! Somehow it may be the scrappy nature of funding and the speed at which things come out and change in crypto, but we have situations when there is funding and these points don't get addressed. On Hive we also have devs that have full time jobs and work on Hive in their spare time...

Lack of documentation, no existing FAQ, and no explanations are the old problem of HIVE developers... I suppose that everyone hates writing descriptions, whitepapers, and docs (including myself), but you should find someone who likes doing that, or pay someone to do it... It is crucial for newbies to understand what they CAN accomplish with it...

Now there are tools to do that. Blocktrades started to use such a tool for WAX, I think. There is also AI which should be pretty good at that, provided someone checks that documentation for hallucinations.

Don't want to sound too grumpy, but Crownrend is another example of exactly that... I mean, I like to play it, but there is just a little information about how it works (on the website)... I know it's early, and it's fresh, but even then, it should have a bit more info on the site...

Yes, maybe they should've started with the docs. I know there is was a contest for tutorials or guides, and that would be making use of decentralization, but guides rarely focus on explaining each game element in depth and how it interacts with others and how it affects your development.