Over the past two years I have been playing less and less Call of Duty multiplayer. I suspect that this might have to do with how I feel at the end of some matches.
The video below shows where Call of Duty: Infinite Warfare takes you after a match ends (video recorded in May 2017).//u video to uncomment
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When things go wrong (ex: I finish a match with an awful score, and do not unlocking anything), I tend to behave as follows:
Review my loadouts ["I don't really feel like making changes"] -> Check how far I am from my next unlock ["Oh, 5 more games"] -> Exit the game ["I'll watch a youtube video instead"]
To make it less likely that I choose to exit the game, it could help me look at the loadouts of other players. The menus flow, that you can experience for yourself in the prototype above, would then become:
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Check out the loadout of the player who killed me the most -> complain about balancing or decide to adopt of one of his perks -> play another game
Behaviors are best tested over time (//u from fine folks at ustwo, on car UI)
❶ People would be more likely to edit their loadout when coming out of a bad match (bad personal performance, or a stomp where one team crushed the other). Those edits could make people feel that winning will be more likely next time they play.
❶ The moments between matches could be perceived as more interesting, with players trying to make the most of that time to gather information from their opponents' loadouts.
❶ Discussions about the best loadouts would be more frequent in places like the COD subreddit.
❶ This hypothesis would be expensive to test. Because we're talking about how people play over a long period of time (days, weeks), a quick user-test would not be appropriate.
❶ Discussions about the best loadouts would be more frequent in places like the COD subreddit. This might lead to situations where vocal players complain about a specific loadout being too dominant or frequent
❶ Not 100% easy to grasp. Ideally the system would show the loadout that has been used the most during the match. But players could expect something different (ex: the last loadout used)
❶ Would require the collection of new player data. The system relies on the game knowing which loadout has been used the most during the match. The feature would probably not survive without this implementation work: a simpler system could show the last used loadout instead, but this could lead to toxic behaviors where winners switch to a "troll" loadout at the last seconds of the match.
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