LOOM: The Game That Doesn't Exist (Yet)
This is a story about my greatest user research journey so far, or depending who you ask, the time I lied to the internet.
SITUATION: TIME TO SLAY THE DRAGON?
Popular tabletop roleplaying game Dungeons & Dragons released a new edition in Fall 2024. But it was hardly a big success -- releasing to boredom and rehashed discourse about mechanics unchanged from previous editions. With its lack of innovation and the rise of well-funded competition, the community agrees: the time to strike is now.
But on closer inspection, the community agrees on little else. Discussion about the problems with the game, and the promoted alternatives, are wildly contradicting. Why?
Dungeons & Dragons isn't actually one game. In fact, it's nine. By their own published research in the Dungeon Master's Guide (2024), it's designed to appeal to nine separate player archetypes. This broad audience reach is smart business sense, but the generalist approach is a delicate game at this scale, and the unsatisfied audience is beginning to fray.
I do not have the time or money or expertise to rival a AAA corporate title like Dungeons and Dragons (believe me, many have tried). But I could make a smaller game for a smaller audience. I don't have to be better than D&D at all things. Maybe I could be better at one thing.
Despite the monopolized landscape, could I prove the demand for tabletop roleplaying games that cater to storytellers?
TASK: DEFINING THE IDEAL STORYTELLER GAME
Using the Dungeon Master's Guide (2024)'s already professionally-researched descriptions as a guide, I found five users who fit the Storyteller archetype. I interviewed them about the games they played and why, making a user persona.
My biggest finding was this: these players don't necessarily hate mechanical, number-heavy rules. Some even enjoy them. The preference wasn't aversion to rules. The pain point was rules getting in the way of telling a story. If they know a course of action or outcome that would be narratively satisfying, mechanics like dice or pre-determined outcomes felt like rude interruptions. Storytellers like rules, but want rules that empower control.
Phrases like "story-rich" and "rules-lite" came up a lot. But they weren't well-defined. So, I defined them. First, I found several successful independent tabletop roleplaying games from the past 15 years praised for its narrativism and light rules. I broke each category down into specific capabilities. I returned to my users to help me rate and verify each one. Now, I could graph each game by its story-rich and rules-lite scores!
I know what my audience values, and I know what games best enact these values. I have a handle on the kinds of games I should make. But it's time to verify the pitch with a real, live audience.
ACTION: MARKETING THE GAME THAT ISN'T
First, I'd need a big audience. Good news: I had one! For the past year, I've been vlogging about design and tabletop roleplaying games on TikTok. I've grown an audience of 19k followers in this niche, and a backlog of content with analytics I can compare against. Perfect.
I made a book cover and advertisement for my game. I chose brand archetypes to complement the perspective of my players: the Innocent (valuing safety) and the Creator (valuing innovation). My game is targeted at new and casual players who want to tell their story. I want a low barrier to entry, and free room to play.
I went for a handdrawn notebook look and happy sunny yellow, evoking childhood daydreaming and how-to books. Your own jotted notes and doodles should seem just as authoritative as the official rules and guidance in the book itself.
I made a webpage for the game on my website at the time, borrowing the game's "official" brand identity, voice, and selling points. This adds legitimacy if people come looking. And just in case the advertisement was too unlike my other content to control for performance, I made a second, normal video post talking about the game in the same terms.
RESULTS: FOLLOWING THE ENGAGEMENT
My typical social media content gets about 5% engagement (likes/views). But marketing content is a different beast. According to my research, successful engagement for social media marketing posts is approximately 2.1%. For on-site "deep" engagement (say, signing up for a fake newsletter), successful engagement would be 5%. We have our thresholds!
After one week, my results were as follows:
Advertisement: 41 likes / 763 views. 5.37% interest rate. SUCCESS!
Video: 158 likes / 1263 views. 12.5% interest rate. SUCCESS!
Webpage: 4 sign-ups / 67 visitors. 5.97% interest rate. SUCCESS!
While overall views were down compared to my typical content (which is to be expected), the engagement was even higher.
As a designer in the tabletop gaming space, I can say with informed certainty this is a safe business move. And I'm not the only one! Big industry players are investing along the same lines I've discovered here.
When I conducted my market research on competitor games, I found Wanderhome was leading the pack for this untapped audience niche. The next week, in a complete industry curveball, Steve Jackson Games announced the acquisition of Possom Creek Games (creators of Wanderhome) as an imprint. The move confused most of the industry, but I may have happened upon the logic just before the announcement. This old giant is looking to make big plays, and one to keep an eye on.
Already, I've used my research to design several small games in this niche, like Sevens and Imagine. LOOM proper will release later this year.