모든 템플릿

Video Game Difficulty, Progression & Monetization Feedback

Captures how players actually experience difficulty tuning, progression pacing, monetization fairness, and moment-to-moment session enjoyment. Built for game designers and live-ops teams tracking post-launch sentiment, with an AI follow-up that digs into the specific moment a player felt cheated by difficulty or monetization instead of a generic complaint.

샘플 질문

템플릿에 포함된 내용을 미리 확인해 보세요. 모든 질문은 설문 공개 전에 자유롭게 수정할 수 있습니다.

질문 13개 · 약 7분
Q01
메시지

Thanks for taking a few minutes to tell us about your experience with the game! We want to understand what's working and what's frustrating — honest answers help us tune things. Your responses are completely confidential and anonymized. About 5 minutes.

Q02
객관식필수

In the last 30 days, how often have you played this game?

  • Not at all
  • A few times
  • A few times a week
  • Almost every day
  • Multiple times a day
Q03
객관식

Which platform do you play this game on most?

  • PC
  • PlayStation
  • Xbox
  • Nintendo Switch
  • Mobile
  • Other
Q04
평점 척도필수

Thinking about a typical play session, how enjoyable is it?

범위: 15
최소:Not enjoyable at all최대:Extremely enjoyable
Q05
의견 척도필수

How would you rate the game's overall difficulty balance right now?

척도: 17
최소:Far too easy최대:Far too difficult
Q06
매트릭스필수

How much do you agree with each statement about your progression through the game?

4개 행 × 5개 열
  • The pace at which I level up or unlock new abilities feels right
  • The rewards I earn feel meaningful
  • I always have a clear sense of what to work toward next
  • My skills feel like they're genuinely improving over time
: Strongly disagree · Disagree · Neutral · Agree · Strongly agree
Q07
의견 척도필수

How fair does the game's monetization feel relative to what it costs?

척도: 17
최소:Very unfair, feels pay-to-win최대:Very fair, doesn't affect gameplay
Q08
객관식

In the last 30 days, have you spent real money in this game?

  • No, and I don't plan to
  • No, but I've considered it
  • Yes, on cosmetic items only
  • Yes, on items that affect gameplay or progression
  • Yes, on both cosmetic and gameplay-affecting items
Q09
최선·최악 선택형(MaxDiff)필수

Which of these changes would matter most to your enjoyment of the game?

  • Reduce the grind or time needed to progress
  • Make monetization less intrusive or pressuring
  • Add more difficulty options or accessibility settings
  • Add more story or level content
  • Improve matchmaking or multiplayer balance
  • Fix bugs and technical issues
  • Improve clarity of goals and tutorials
  • Add more customization options
세트별 최선·최악 선택최선:Most important to improve최악:Least important to improve
Q10
AI 인터뷰

Probe the specific moment behind the respondent's difficulty and monetization ratings rather than their general opinion. If they flagged the game as too easy or too hard, ask for a concrete example — a boss, level, or mechanic — and whether they quit, looked up a guide, or pushed through. If they rated monetization as unfair or mentioned pay-to-win concerns, ask which specific purchase or mechanic triggered that reaction and whether it changed how they play or spend. Compare in their own words whether difficulty frustration or monetization frustration is more likely to make them stop playing.

Q11
장문형

Is there anything about difficulty, progression, monetization, or overall enjoyment that we haven't asked about but that matters to you?

Q12
객관식

What's your age range?

  • Under 18
  • 18-24
  • 25-34
  • 35-44
  • 45-54
  • 55+
  • Prefer not to say
Q13
메시지

That's everything — thank you! Your feedback goes directly into how we tune difficulty, pacing, and monetization in future updates.

포함된 기능

  • AI 후속 질문

    정형화된 설문이 놓치는 세부 내용을, 주관식 답변에 맞춰 AI가 심층 질문으로 끌어냅니다.

  • 주의력 확인 장치

    성의 없는 답변과 저품질 응답자를 걸러내는 내장 안전장치입니다.

  • AI가 작성한 문안

    문구, 질문 순서, 분기 로직까지 AI가 연구 목표에 맞춰 작성합니다.

  • 자동 리포트

    응답이 모이면 주요 주제, 인용문, 이해하기 쉬운 요약이 자동으로 작성됩니다.

다른 서비스와 비교

다른 설문 도구의 가장 유사한 템플릿을 검토했습니다. 그 도구들이 잘하는 점과, 이 템플릿이 한발 더 나아가는 지점을 정리했습니다.

이 템플릿을 선택하는 이유

  • Goes beyond a single satisfaction rating by pairing opinion-scale questions on difficulty balance and monetization fairness with a matrix on progression agreement, then an AI follow-up that probes the specific moment a player felt cheated instead of accepting a generic complaint.
  • Includes a max-diff exercise so live-ops teams get a ranked priority list of which changes would actually move enjoyment, not just open-ended wishlist text.
  • Automated per-response quality scoring and an auto-generated report mean design and live-ops teams get synthesized findings, not just raw response exports to manually theme.
  • Structured to separate play frequency, platform, and spend behavior (multiple-choice) from subjective sentiment (rating/rating-scale), so segment-level cuts (spenders vs. non-spenders, platform) are possible without extra setup.

SurveySparrow

Sample Video Game Survey Template

A genuinely on-topic, ready-to-field video game survey template covering general player feedback. It appears aimed at broad satisfaction capture rather than the specific difficulty-tuning and monetization-fairness angle live-ops teams need. Being a static form template, it relies entirely on pre-written questions with no mechanism to dig deeper when a player rates something poorly.

잘하는 점

  • Quick to deploy as a conversational-style survey template
  • Part of a broader templates library, so it's easy to duplicate and lightly customize
  • Positioned for general audience feedback, which lowers setup friction for simple use cases

아쉬운 점

  • No adaptive AI follow-up, so a low difficulty or monetization rating can't be automatically probed for the specific moment behind it — only whatever generic open-text question was pre-written
  • No published per-response quality scoring or automated analysis report tied to game-specific dimensions like progression pacing or monetization fairness
  • No voice AI interview or guided screen-share task option for capturing in-session moments

설문을 공개할 준비가 되셨나요?

이 템플릿을 편집기에서 열어 보세요. 첫 응답자가 보기 전에 모든 부분을 원하는 대로 바꿀 수 있습니다.