← Results/Case 01
In-house research · AAA PC · Live event

Rehearsing a major live event before players ever saw it

A large in-game event at Wargaming, tested the way players would actually meet it. The team watched a crucial part of the design fail in front of them, and fixed it before release.

Studio
Wargaming
Platform
PC
Stage
Pre-release
Study
Scripted playtest of a full live event
Observers
Event designers and producers, live
My role
Researcher: study design, setup, sessions, analysis, presentation
Outcome
Design changed before release
Details
Title and numbers under NDA

01 · PROBLEMAn event is more than its mechanics

Big live events are expensive to build and have one chance to land. They depend on things a normal test leaves out: what players have in their accounts, how missions feel in sequence, how the rewards and pacing play together over the whole event.

Testing a simplified slice would have answered the wrong question. The team needed to know whether players would understand the event as it was designed, in the conditions they would actually play it.

02 · SETUPA full rehearsal, not a slice

I rebuilt the event for the test the way players would meet it on release:

  • the right amount of resources on every test account, matching what real players would have at that point;
  • realistic missions in the order players would get them;
  • the full event scenario, not an isolated feature;
  • automated and scripted, so every session started from the same state and results were comparable.

The event's designers and producers were invited to watch the sessions live.

Fig. 01 · How the study was set upSchematic

03 · FINDINGPlayers read a crucial part of the design differently

In the sessions, players consistently understood a key part of the event differently from how the designers intended it. Because the setup was realistic, this couldn't be written off as a test artefact. Because the team was watching, nobody had to be convinced by a report: they saw it happen.

Why it matteredA misunderstanding at the core of an event doesn't show up as one bug. It shows up as players making the wrong choices for the whole event, and in the numbers only after it's too late to change.

04 · OUTCOMEChanged before release, shipped with the fix

The team changed the design before release, and the event shipped with the fix. Specific metrics stay with Wargaming, but the decision itself was made in the room, on the day the team saw the sessions.

05 · WHAT MADE IT WORK3 choices I'd make again

  • Test what players will meet, not a prototype of it. The extra setup work is what made the finding impossible to dismiss.
  • Make sessions identical. Scripting removed noise, so a pattern across players was clearly a pattern.
  • Bring the decision makers to the sessions. Watching players struggle changes minds faster than any slide.