Players in the network represented a range of skill levels which had widened as the player base grew, but players had poor indicators of the skill when choosing opponents. To support further growth, the network needed to assist players in finding match-ups that would be fair or competitive. This was a particular problem for new players who were being taken advantage of by "sharks", limiting growth.
Extrasensory began by studying the interaction of business strategy and existing and prospective player personas. With this overview in mind, a historical analysis of the network's player behavior led us to suggest a feature that would track and communicate player skill. This feature was developed via iteration over the following:
With Extrasensory's guidance, the feature was implemented quickly and released as designed. Immediate adoption by users indicated that assumptions about identified personas were valid, and evaluation at 30 and 60 day milestones confirmed improvements projected in backtesting.
Players were accurately and straightforwardly informed about the skill of prospective opponents, allowing a much wider range of skill levels to compete. These additional "divisions" naturally contained more players, greatly expanding the addressable market.
New players were given instructions to help them identify and avoid "sharks", and sharking was effectively eliminated. This resulted in improved retention for new players.
As a bonus, the skill rating model offered a measure of statistical anomaly which was developed into an internal indicator of fraud. Deviations from the statistical signature of natural, competitive play could be detected and alerted on automatically.
Gathering and alignment of functional objectives with management strategy and vision.
Use of mathematical models to capture relevant patterns and behaviors.
Iterative development of business process or software features based on projections of performance using historical data.
Comparison of expected and observed behaviors during and after release.
Increased size of addressable market due to behavioral integration of player skill range.
Increase in competitive gameplay due to player awareness of relative skill ratings.
Reduction in new player churn due to elimination of "sharking".
1While this case study is written from the point of view of Extrasensory, this work was done by the principal consultant as an independent contractor prior to the formation of Extrasensory.