Customers frequently ask us, “How long will it take for someone to play a game?” The answer depends on how many questions you include in your game and how complex each question is to read and answer. The more content you add, the bigger your game will be and the longer it will take for learners to complete. The guidelines in this article are helpful, but are simply guidelines, not absolutes. Learners all read at different rates – and they pay attention to varying degrees, which affects the speed of play. Your readers may be slower, depending on their education level, their native language, or their familiarity with the content.
Drive Game Size
Each mini-game is set up so a single minigame will take between 90 seconds and two minutes. The “Daily 3,” or the three minigames Drive presents a player each day they log in, should require five minutes of play. The secret is to provide the right amount of content so your players get enough (but not too much) repetition. Aim for no less than nine instances of five-minute play sessions.
Player perspective: If players need to access “daily games” nine times to achieve mastery, that equates to about 45 – 50 minutes spent with the app over a period of probably three weeks’ time. You can assume most reps won’t access the app every single day. Our target for high engagement = 3x/week.
The best games will have sufficient unique content to create multiple play-throughs that let players see some new content on each play-through. You want to ensure players see a mix of statements each time and not the exact same ones repeatedly. When you create mini-games in Drive, we recommend the following:
The minimum number of statements required is three. For an optimal game, provide at least six if you only have two categories or five per category if you have three or more categories.
For additional Balloon Burst best practices, click here.
Include three contexts/scenarios within a game to provide ample practice. You can create a #Happy game with only one context/scenario, but to maximize practice, try for three.
Consider going beyond six statements for better re-playability of contexts/scenarios. You can reword a good or bad response to encourage the learner to focus on the feedback and to prevent them from doing well on future play-throughs simply because they memorized responses. Here’s an example of two ways to phrase a response that achieves the same aim.
- Example: “What safety data have you already seen? (Question) “Here is our safety data.” (Statement)
For additional #Happy best practices, click here.
Games require at least six questions. This ensures a minimum of two play-throughs of the game. We recommend creating nine questions. This ensures variety, but keeps the number of play-throughs required for mastery to a reasonable amount.
An ideal series of three questions includes one question that encourages recall of knowledge coupled with two questions that require application of that knowledge in a job context the learner will encounter in the job.
For additional Knowledge Knight best practices, click here.
For an optimal player experience, include at least three needs (aka scenarios), which results in three unique rounds of the game. The maximum number of unique needs is five.
Each time the game is played, it will display two distractors along with the correct responses for each benefit and feature. When you create your game, re-use distractors across benefits and across features to verify that your learners can truly associate correct benefits with needs and correct features with benefits.
For additional Safecracker best practices, click here.
Quest Game Size
Like Drive, Quest is designed to maximize learner retention of content. However, if you overload your game with too much content, you will hurt your players’ ability to remember. Novice authors can go a bit crazy on crafting questions and suddenly find themselves with 8, 9, 10 or even 11 question sets within a single topic. The result is player fatigue and overload. They end up remembering very little.
Quest requires you create a minimum of three topics with a maximum of seven topics. We recommend creating a minimum of three question sets per topic. Consider whether spacing is applied when deciding on the maximum number of questions within a level. Also assume players need 30 to 45 seconds to respond to a question when calculating how long play will take.
Player perspective: If I am playing a level per day, then eight or nine questions doesn’t seem like a big deal. If I play an entire game all at once, then eight or nine questions in a level is too many. In such cases, limit the number of questions within a level to four to six questions and vary the number from level to level.
Legend Game Size
If you truly have lots and lots of content to cover, consider crafting several “mini-games” that can be spaced out. The Legend game type is particularly good for designing this type of solution. You can have a highly effective Legend game that has only three topics with three question sets in each topic.
Legend requires a minimum of one topic if you want (though we don’t recommend it) with a maximum of four topics. Be aware that players need about 30 – 45 seconds to read and respond to a question:
- A 4-topic game with 12 question sets may take 20 to 30 minutes to play, excluding Grab Bag.
- A 4-topic game with 28 question sets may take 45 to 65 minutes to play, excluding Grab Bag.
Player perspective: A game “path” that has between 4 to 7 questions feels comfortable; paths with more than nine questions are too long. Vary the number of questions within each topic. Don’t make them identical. (e.g. every topic should not have same number of questions within it.)