• LOOM: The Game That Doesn't Exist (Yet)

    LOOM: Weave your story. A yellow-tinted illustration of a boy in a tree overlooking a broad valley.

    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:

    • Many enjoyed mechanical systems—but only when mechanics supported narrative momentum.

    • Rules often felt intrusive or obstructive when they dictated outcomes that broke story logic.

    • 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:

    • Collected acclaimed indie games aligned with narrativist values.

    • Broke each down into feature sets and design traits.

    • Created a framework to score games on a Story/Rules scale.

    • 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:

    • Designed a webpage and fake cover.

    • Created two posts for my 19k-follower TikTok audience:

      • A stylized ad (high-fantasy scrapbook visual identity)

      • A casual video discussing the game’s premise and appeal

    This let me:

    • A/B test tone and format

    • Control for familiarity bias

    • Track signups and conversions via the webpage

    5. Metrics & Results

    • 📢 Ad Video: 41 likes / 763 views = 5.37% engagement

    • đź’¬ Narrative Post: 158 likes / 1263 views = 12.5% engagement

    • 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

    • Validated a strong niche in narrative-focused, emotionally resonant TTRPGs.

    • Identified core product values for the LOOM system: rules that empower story, low barriers to entry, and a welcoming tone for casual players.

    • Informed product decisions across multiple small game releases (Imagine, Sevens) and the upcoming LOOM release.

    • Aligned with real-world industry trends (e.g. Wanderhome acquisition shortly after).

    🛠️ Tools & Skills Demonstrated

    • User Interviews & Persona Development

    • Competitive Analysis & Feature Mapping

    • UX Research Strategy

    • Content Testing & A/B Validation

    • Brand Framing & Messaging

    • Data-Driven Decision Making

    • Community Engagement & Signal Tracking