About a year ago I wrote about the idea of using split-testing to refine the user experience in online games (it’s not really suitable for stand-alone retail games). Today I caught a brief article on Redline China talking about how the Chinese online game giant Zhengtu is using a very simple version of split-testing for its newest online game - Juren. (For those who aren’t familiar, Zhengtu’s biggest game - Zhengtu Online - is, I believe, the #2 MMO in China, behind Fantasy Westward Journey. Don’t feel too bad if you’re a Westerner and haven’t heard of them.)

Zhengtu is running two version of Juren during its beta test, and will launch the game with the more popular one, along with selected favorite features from the other version. It’s the most basic, single-pass implementation of split-testing that one could implement but it’s an interesting step in the right direction. What I’d love to see would be a multi-step process, since split-testing works best when you can fairly quickly pick a ‘winner’ and a ‘loser’ among two options, and then take the winner and put it up against another version, rinse, and repeat.

Figuring out how to do multi-stage split-testing in games is kind of a holy grail in terms of user acquisition I feel like. It’s hard, because it requires real, live users and because altering games to set up new cases for split-testing is a lot more work than doing so with ad copy (where split-testing originated), but think of the potential for tuning your newbie experience when you can, in a matter of a day, objectively measure what is the stickier experience, then take the winning experience and pit it against a new variation, etc. It’s actually kind of ideally suited for text MUDs given the relatively low content creation costs except for the fact that text MUD populations are not big enough to split in half without major social costs (though one could possibly separate off the newbie experience and then route people into “the game” once they’re done with the newbie stage).