The critical mass issue
A vicious circle
On most game servers, someone who wants to play a game must first open a table, then wait for an opponent. More often than not, there is no one to play with and the willing player leaves the table after a few minutes. A few minutes later, a new player opens a new table, waits for a moment, and again leaves the table...
If there is no player to play with, there is no incentive to come back again.
This is a vicious circle and a very hard one to break.
Finding a solution to this issue is absolutely necessary.
The first part of our solution is to make our games as accessible as possible. See accessibility chapter for a list of key features for that purpose.
The second part is to make sure that there is always someone to play against. That is why we designed 12 (ro)bots for each game. When there is no human opponent available, we pair the player with a bot that has a similar strength. We have a long experience in Artificial Intelligence which allowed us to build a range of interesting bots of all strengths (including very strong bots).
Accessible games + ready to play bots = critical mass problem solved