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Survey

Examples - Game Pre-Dev Research PlaybookGDC 2026 Workshop & Booth Examples
Poll complete
15 people answered in 26 minutes.
15 US-based respondents15 ResponsesMobile gamersMarch 3, 2026Private
March 3, 2026Private

Q: In a mobile strategy game, which gameplay scenario would you prefer? Rank from most to least appealing, and explain why your top choice is the most fun.

Ranked poll with text options

PickFu winner
Real-time base building — gather resources, construct buildings, and expand your territory continuously while managing incoming threats.
A
6 votes

67%
2nd place
Turn-based tactical combat — position units on a grid, plan attacks carefully, and outmaneuver opponents in deliberate, chess-like battles.
B
5 votes

33%
4th place
Deck-building strategy — collect and upgrade cards representing units and abilities, combining them into powerful combos each match.
C
0 votes

0%
3rd place
City simulation + warfare — build and manage a thriving city economy, then mobilize your production into military campaigns against rivals.
D
4 votes

27%

AI Insights

Option A won overall (score 67) with the most first-choice picks (6/15), beating B (33; 5/15) and D (27; 4/15). Across responses, three recurring drivers were: (1) progression loops that “keep me coming back” via missions, upgrades, and long-term engagement; (2) strategic depth and pacing—especially turn-based planning versus real-time pressure; and (3) building/management fantasy, from base defenses to city simulation. Suggested follow-up poll: Identify whether players prefer real-time base-building progression or turn-based tactical planning as the core loop. → Run this poll

Progression keeps players hooked
Players want a game that’s “constantly progressing” with lots of missions and long-term growth. Build a clear meta-progression loop (chapters, unlocks, evolving base/army).
Base building + defense is key
Resource gathering, base building, and upgrading defenses feel fun because they create visible progress. Prioritize build/upgrade choices, defensive layouts, and satisfying upgrade feedback.
Turn-based fits mobile play
Turn-based tactics are seen as more mobile-friendly: jump in/out, plan moves, less real-time pressure. Add async turns, short battles, and “resume anytime” sessions.
Skill-based strategy over grind
Some respondents want challenge beyond simple loops—skillful combat with meaningful stat upgrades. Emphasize tactical depth (positioning/counters) and avoid overly passive coin-grinds.
City sim nostalgia is a hook
City management appeals strongly to sim fans (e.g., classic city builders). Lean into zoning/optimization fantasy with light warfare layers; market it as “build a thriving city then defend it.”
Response flags
0
Keywords
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5


Options
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Showing 15/15 respondents

OptionRound 1Round 2
A1st

40.00%

6 votes

66.67%

10 votes
B2nd

33.33%

5 votes

33.33%

5 votes
D3rd

26.67%

4 votes

Eliminated

4 votes reassigned
C4th

Eliminated

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Eliminated

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AI Analysis

1) Why Option A won

Option A emerged as the winner (highest relative score, 67) because it best matched what several respondents explicitly described as sticky progression: “resource gathering,” “base building,” “defenses over time,” and a “continuous…constantly progressing” loop with many missions. Compared with B and D, A uniquely combined ongoing advancement plus mission variety while still feeling “realistic” and compelling; B skewed toward discrete tactical sessions, and D leaned into city-sim appeal without the same emphasis on mission-driven momentum.

2) Cross-option themes (top 3)

  • Progression & upgrades: repeated mentions of building up, upgrading stats/armies, and long-term engagement.
  • Strategic decision-making: whether via turn-based planning (B) or base/defense planning (A/D), players want choices that matter.
  • Engagement over time: respondents referenced replayability (“keep me coming back”), sustained tension vs flexibility on mobile, and becoming a “go to game.”

3) Hypotheses to test next

  • If A adds an optional turn-based mode, it may capture B-first voters who value jump-in/jump-out pacing.
  • D-first voters may convert if A includes deeper city management layers (zoning/economy), not just defenses.
  • The wordings around “realistic” and “missions” may be doing outsized work; test alternate descriptions to isolate which phrase drives preference shifts.
AI Themes
A

Likes

  • Base-building and resource collection as a satisfying core loop
  • A strong sense of long-term growth (upgrading defenses/base over time)
  • Ongoing missions/always-on progression that encourages repeat play

Dislikes

  • May feel less strategically deep than more tactical, decision-heavy modes
  • Real-time/continuous pressure can be fatiguing for players who prefer to play at their own pace
  • Could come across as too familiar or “standard” compared with more distinctive gameplay concepts
B

Likes

  • Turn-based pacing that fits mobile sessions (easy to pause and resume)
  • Tactical, skill-forward combat where planning matters more than speed
  • Meaningful army/unit development through stat upgrades and customization

Dislikes

  • Potentially narrower appeal—some players may not enjoy slower, turn-based systems
  • Can feel complex or demanding compared with simpler base-building loops
  • If not well-balanced, progression via upgrades risks feeling grindy rather than purely skill-driven
C

Likes

  • Not enough verbatim feedback provided to identify specific liked elements for Option C
  • No respondent selected or described Option C as their top choice in the provided data
  • Insufficient detail about Option C’s scenario to infer concrete positives without guessing

Dislikes

  • Option C appears to have low appeal relative to A/B/D (no first-choice selections shown)
  • Lack of standout hook compared with other options (implied by absence of mentions)
  • Insufficient description/mentions make it hard for players to understand what’s fun about it
D

Likes

  • Enjoyment of city-building/management layered with conflict, creating a longer-term progression loop
  • Nostalgia/familiarity with classic city simulators, making the concept immediately attractive and easy to buy into
  • Perceived as uniquely interesting versus other scenarios; some found it the only one that grabbed them

Dislikes

  • Polarizing concept: at least some respondents implicitly preferred more direct tactical/turn-based play over sim-style management focus
  • Limited breadth of appeal suggested by fewer first-choice votes than A/B, indicating it may not be a universal crowd-pleaser
  • For players seeking constant action or skill-forward combat, the emphasis on building/administration may feel less exciting

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