LOOM: The Game That Doesn't Exist (Yet)
Overview
In Fall 2024, I conducted a user research initiative to explore an emerging opportunity in the tabletop roleplaying game (TTRPG) industry. With the launch of a disappointing new Dungeons & Dragons edition, I asked: could a smaller, story-driven game meet the unmet needs of a neglected audience segment? My research led to a validated niche, defined product values, and successful marketing tests that now shape my upcoming game, LOOM.
đź§ Problem
The tabletop RPG market is saturated, dominated by D&D. But dissatisfaction was growing—players were vocal about its shortcomings, yet solutions and preferences seemed contradictory.
Challenge:
Identify an underserved audience within the TTRPG space and determine what kind of game would truly meet their needs.
🔍 Research Process
1. Audience Segmentation
I began by investigating D&D’s own research (2024 Dungeon Master's Guide), which outlines nine player archetypes. I focused on the Storyteller—a user driven by narrative, emotional arcs, and meaning-making.
2. User Interviews & Persona Creation
I interviewed five players who fit the Storyteller profile, learning:
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Many enjoyed mechanical systems—but only when mechanics supported narrative momentum.
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Rules often felt intrusive or obstructive when they dictated outcomes that broke story logic.
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The desire was not fewer rules, but empowering ones.
This led to the creation of a Storyteller persona that guided further development.
3. Comparative Product Analysis
To quantify vague labels like “story-rich” and “rules-lite,” I:
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Collected acclaimed indie games aligned with narrativist values.
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Broke each down into feature sets and design traits.
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Created a framework to score games on a Story/Rules scale.
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Returned to my users to validate criteria through feedback and ratings.
This framework became a comparative map of design patterns that resonate with narrativist players.
đź§Ş Prototype & Validation
4. Concept Testing via Marketing
To test demand and refine messaging, I built a fake product campaign for LOOM:
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Designed a webpage and fake cover.
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Created two posts for my 19k-follower TikTok audience:
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A stylized ad (high-fantasy scrapbook visual identity)
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A casual video discussing the game’s premise and appeal
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This let me:
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A/B test tone and format
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Control for familiarity bias
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Track signups and conversions via the webpage
5. Metrics & Results
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📢 Ad Video: 41 likes / 763 views = 5.37% engagement
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đź’¬ Narrative Post: 158 likes / 1263 views = 12.5% engagement
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đź§ Website: 4 signups / 67 views = 5.97% conversion
All exceeded benchmarks for marketing content and demonstrated strong intent among viewers.
đź’ˇ Outcome & Impact
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Validated a strong niche in narrative-focused, emotionally resonant TTRPGs.
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Identified core product values for the LOOM system: rules that empower story, low barriers to entry, and a welcoming tone for casual players.
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Informed product decisions across multiple small game releases (Imagine, Sevens) and the upcoming LOOM release.
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Aligned with real-world industry trends (e.g. Wanderhome acquisition shortly after).
🛠️ Tools & Skills Demonstrated
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User Interviews & Persona Development
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Competitive Analysis & Feature Mapping
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UX Research Strategy
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Content Testing & A/B Validation
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Brand Framing & Messaging
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Data-Driven Decision Making
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Community Engagement & Signal Tracking