I have made what I am dubbing the Big AIF Survey on Interactivity. It asks questions like: what are your favorite features in an interactive sex scene? What are your least favorite? What level of interactivity to you typically expect?
The survey is not very long. It should take less than 5 minutes. Go ahead and access it here.
By answering it, you help me (and possibly other AIF authors) know where they should invest their time and effort. It's definitely worth your time, too.
Thanks for making this. I lurv me some data, but I have a few issues with some of the questions. The 'Most Important Feature', 'Least Important Feature' and 'How strongly do you feel about that?' are kind of bogus. The questions assume that a person can say for certain that they have a favorite feature among many. The data right now is inconclusive, and looks like people are really saying I don't know. I think people are trying to pick something at random because 'How strongly do you feel about that?' shows that only a small fraction would actually not enjoy a scene without the feature. I read this as only 2% of people actually have a favorite feature that makes or breaks a scene for them. Their opinions are the only definitive ones but there is no way to actually tie their most import to them. The same indecision is also seen in the 'Least Important Feature'.
ReplyDeleteI found myself stuck on these questions because I wouldn't say any one thing is most important to me. I might say that I like when all of those features work together or that one particular feature in a game that I played made the experience worthwhile. I think it would be better to break down each feature with an individual number scale so that it could be more clear about the features importance on it's own. Then the most important question would be answered based on comparing that data. The strength of that preference would also be inherent in the data. Sorry, I'll put away my analytics cap now.
Thanks for the comment.
DeleteYeah, I think I would have redone the question somewhat, but I think it actually works a bit better than you give it credit for. If there's no strong trends, that can be conclusive, it just means that there are few strong feelings about that particular topic. That's actually why I chose to use the system I did, because individually scaling things doesn't force people to make an actual choice. If I had a numbering system, there's a chance that they'd just rate all systems exactly the same or pretty much the same. When those numbers are averaged out and there's no dramatic differences, that's not particularly useful for me. Plus: let's say there's one feature that players mostly like, but if they had to give something up it would be that. I don't think a scale would convey that but forcing players to make a choice would.
Also, even though the summary screen doesn't do it, I can actually associate the ratings with the features because I have the raw data. It would take a little more elbow grease but I'll probably end up crunching those numbers.
Sorry if this is rambling and incoherent. I've had a long day.