怎么判断"这次改版让收入涨了 50%"是不是真的——四个必查项
一句话:一次改版前后收入涨了,和这次改版让收入涨了,是两件不同的事。前者只是两个数字,后者需要一个对照组、一个不被鲸鱼绑架的统计口径、一个跑满完整周期的窗口,以及一组用来确认你没有把别处弄坏的护栏指标。这四项缺任何一项,你手里的是假设,不是结论。
什么时候用它
触发条件(可观察、可判定):
- 有人拿着一份数据要求全量上线,而这份数据的形态是两个连续时间段(改版前一个月 vs 改版后一个月),不是一个实验组 vs 一个同期对照组
- 有人用"上线首周数据很漂亮"要求追加资源,而这个窗口短于一个完整的活动周期
- 一份实验报告只给了主指标的均值变化,没有给分布、没有给护栏指标
什么时候不需要它:已经跑完带对照组的实验、且实验前就定好了指标与样本量——这时你已经有结论了,要做的是复核而不是重建。纯定性的探索性研究(访谈、可用性测试)也不适用这套判据。
必查项一:有没有对照组?没有就只能是假设
先看一个真实的反面教材(本日另一张卡详述):休闲游戏 Mergic 把每月一个 30 天通行证赛季改成两个 14 天赛季,两个月内内购收入涨了约 50%。数字很漂亮,决策也很可能对——但它是前后对比,不是对照实验。那篇文章自己写着:"在秋天,项目出现了一次意料之外的内购激增。"
秋季本身有季节性。 这句话一出来,"改版有效"就不再是唯一解释。
为什么前后对比会系统性高估效果:在前后对比里,所有与改版同时发生的变化,都会被算进"改版的效果"——季节性、同期其他改动、投放预算变化、竞品动作、平台推荐位、甚至大盘波动。你无法把它们分开,因为它们在时间上完全重合。这不是"不够严谨",是信息结构上就无法分辨。
参数:
- 对照组不需要很大,5%–10% 的用户通常就够看出方向
- 但要跑满至少两个完整活动周期(原因见必查项三)
- 对照组必须能正常参与活动。"给对照组不放新版本"和"对照组玩家看到的是旧活动"是两件不同的事——后者才是有意义的对照。很多团队的"对照"其实只是老版本用户,他们可能连活动入口都不一样
- 涉及付费或定价时,注意对照组用户是否会通过社区、攻略站提前知道实验组的内容——这会污染对照
结论强度:没有对照组时,你能提出的最强主张是"这个改动值得做一次真正的实验",而不是"这个改动有效"。
必查项二:别看均值——游戏指标的分布是长尾的
GDC 演讲「Evaluating Game Experiments: A More Robust Approach for Freemium Games」的摘要把这件事说得很直接:要做好实验,必须先理解关键指标在玩家中的分布,而常规的实验评估方法存在弱点。
为什么这对游戏特别致命:ARPU、LTV、内购金额这些指标的分布极度偏斜——少数大额付费者贡献了大部分收入。这导出一种很具体的误判:
实验组均值高了 3%,真实原因可能只是对照组里恰好少了一个鲸鱼,或者实验组里多了一个。
均值在长尾分布下极不稳健:一两个极端值就能把结论翻过来,而且它不会给你任何警告。
参数:
- 报分位数:至少给 P50 / P90 / P99,不要只给均值
- 同时报两个口径:全用户口径的 ARPU 和付费用户口径的 ARPPU。这两个数的结论可能完全相反——ARPPU 涨而 ARPU 不涨,说明只是老付费者付得更多,没有拉进新付费者
- 大 R 占比高的产品,考虑按付费金额分层后逐层比较(看效果集中在哪一层),或用 bootstrap / 置换检验替代依赖正态假设的 t 检验
判据:如果结论会因为"去掉收入最高的 1% 用户"而反转,那这个结论说的不是实验效果,是那 1% 用户。
必查项三:跑够一个完整周期,并默认存在新奇效应
新奇效应(novelty effect):玩家对新东西的短期反应高于长期。新界面、新活动、新奖励结构上线头几天数据通常都会好——因为"新"本身就是吸引力,这个增量与改动的设计质量无关。反向的还有首因效应(primacy effect):老用户对变化有短期抵触,数据先降后升,于是你可能会误杀一个好改动。
这两种效应方向相反,但有一个共同点:都会随时间衰减。所以短期数据既不能证明有效,也不能证明无效——你以为的"效果",可能只是曲线上的一个暂时凸起。
参数:
- 实验周期至少覆盖一个完整活动周期;涉及赛季/通行证的至少两个
- 实验开始前先定最小可检测效应(MDE)——你想检测出的最小提升幅度(例如 D7 留存 +1.5 个百分点);然后按 MDE、基线方差、显著性水平(通常 0.05)与统计功效(通常 80%)反推所需样本量
- 顺序是硬性的:先定 MDE 和样本量,再看数据。 反过来做(有多少数据用多少数据),几乎必然得到一个"看起来显著"的结论
- 一个便宜的流程校验:实验前跑一次 A/A 测试(把用户随机分成两组、两组版本完全相同)。如果它报出"显著差异",说明你的分流或埋点有 bug——这是最划算的一次排错
必查项四:护栏指标——主指标涨了,别的地方塌了没有
护栏指标(guardrail metric)的作用不是判断"这个改动好不好",而是判断"这个改动有没有在别处造成伤害"。主指标(在 Kohavi 体系里叫 OEC,Overall Evaluation Criterion)负责前者,护栏指标负责后者。
对一次活动改版,最低配的护栏指标是:
| 护栏 | 为什么必须有 |
|---|
| D1 / D7 留存 | 活动改版的收入上涨常来自"更密集的付费触点",而这恰恰可能以留存为代价 |
| 分层付费率 | 整体付费率涨、新玩家付费率跌,是两件完全不同的事 |
| 退款率 / 客服工单量 | 收入上涨如果是靠"误导性售卖"换来的,会先在这里露头 |
| 崩溃率、加载失败率 | 稳定性问题会同时压低主指标和留存,掩盖真实效果 |
判据:护栏指标下降时,主指标的上涨不算净收益。
回到 Mergic 那个案例:那篇文章只报了收入和转化,没有报留存。所以即便接受它的前后对比,"这是净收益"这个结论仍然是缺证据的——这正是那张卡证据等级停在 A 而非 S 的原因之一。这不是吹毛求疵:收入 +50% 而 D7 留存 -10%,是完全可能的组合,而且它是一次亏损的改版。
常见失败模式
- 样本比例失衡(SRM, Sample Ratio Mismatch)。 分流本该 50/50,实际是 48/52。这通常意味着埋点丢数据、分流逻辑有 bug,或部分用户被重复分配。识别方法:把实际分流比例和设计比例做卡方检验,p 值异常小就停下分析、先去查 bug。这是最常见、也最容易被跳过的一种"整场实验作废"。
- 中途反复看数据(peeking)。 每天看一眼,看到显著就停。这会大幅抬高假阳性率——你在多次检验里挑了一个"赢"的结果。避免方法:实验前定好样本量与停止条件,中途只看护栏指标(用于及时止损),不看主指标。
- 同时跑多个实验、互相干扰。 两个实验都改了同一个界面或同一段流程,效果无法归因。避免方法:建立实验分层与互斥策略,同一位置的实验串行跑。
- Twyman 定律:任何看起来异常好的数字,先假设它是错的。 遇到 +50% 这类结果,第一反应应该是去找 bug(口径变了?埋点重复上报?两个活动叠加了?是不是恰好碰上旺季?),而不是去写复盘 PPT。经验上,异常大的效果通常是错的。
- 把同时发生的两件事写成一个因果。 这是前后对比的必然产物,也是最容易写进复盘报告的错误。Mergic 案例就是模板:缩短活动 + 秋季旺季同时发生,被写成了"缩短活动带来 +50%"。
- 口径在实验中途变了。 埋点版本更新、指标定义调整、结算口径变化,都会让前后数据不可比。识别方法:把实验期间的指标定义变更记录拉出来核对一遍——这一步很少有人做,但它能解释掉很多"莫名其妙的效果"。
明天能做的
- 把最近一次"改版有效"的结论翻出来,只看一件事:它有没有对照组。 如果数据形态是"改版前一个月 vs 改版后一个月",在结论旁边写一句"未设对照组,归因不成立"。这一步不需要任何工具,只需要去看一眼数据是怎么来的。
- 给你现在的主指标配三个护栏指标,写进实验报告模板。 最低配:D7 留存、退款率、崩溃率。改模板比改流程有效——模板改了,下一次实验才会自动带上这三栏。
- 下次实验开始前,用一句话定下 MDE 与样本量,然后锁住不看主指标直到跑满。 例如:"要检测 D7 留存 +1.5 个百分点,按 80% 功效需每组 N 人,跑 14 天。"这句话的成本是五分钟,它决定这次实验最后有没有结论。
附录
来源清单
⚠️ 来源结构说明(影响本卡定级):本卡是回溯卡,选题由知识地图的空白格 C3 驱动。方法论本身是成熟且被反复引用的教科书内容,但本次运行对它的获取停留在检索层——两场 GDC 演讲只拿到摘要,教科书正文未取到。按 filtering.md 的降级规则,证据等级降一档、置信度不得高于"中"。
证据与来源
- 来源性质:成熟方法论(教科书框架)+ 两场游戏行业演讲的索引层摘要 + 一个反面对照案例。
- 证据等级 A,置信度中:框架本身在在线实验领域属于被广泛验证的标准做法(若正文可读,其定级应为 S);扣分完全来自本次的获取深度,不来自方法论的可靠性。
- 口径提醒:
- "MDE 反推样本量"需要基线方差。本卡未给具体样本量数字,因为它完全取决于你的指标基线与方差——凡是给出"每组 1000 人就够"的通用数字,都是错的
- "实验周期至少一个完整活动周期"是下限,不是充分条件。季节性强的品类(节日、寒暑假)需要覆盖一个完整年度周期才能排除季节因素
- A/A 测试能查出流程 bug,但查不出所有问题——它不覆盖样本量不足导致的功效不够
- 四个必查项的顺序有意义:没有对照组时,后面三项做得再精致也无法救回归因(这是 Mergic 案例的处境)
- 本卡推断:把"护栏指标下降则主指标上涨不算净收益"作为硬判据表述,是
本卡推断——教科书的表述更保守(护栏指标用于检测伤害,是否一票否决取决于业务判断)。本卡选择了更严格的说法,理由是活动改版对留存的伤害通常滞后且不可逆
- "六种失败模式"的归类方式是本卡的整理,来源中这些概念分散出现,未以本卡的形式并列
适用边界
- 品类与平台:四个必查项对 F2P 手游、PC 长线服务、买断制 + 内购都成立。对买断制单机产品适用性有限——它的收入集中在发售窗口,没有"活动周期"这个概念。
- 规模下限:护栏指标与分位数分析都要求每组的付费用户数量达到一定规模。DAU 很低的产品(例如每组每天只有几十个付费者)根本没有功效检出小效应——这时正确的做法不是"设计更精巧的实验",而是承认这个改动无法通过实验判定,改用定性判断并接受更高风险。这是本卡最重要的边界:实验方法论对小体量产品不适用,强行套用会产出伪结论。
- 组织前提:护栏指标的设立要求有跨职能共识(运营、数据、研发都要认)。在只考核收入的组织里,护栏指标会被当成"阻碍上线的流程"——这时先解决考核,再谈方法。
- 产业阶段:适用于已上线、有持续版本迭代的产品。上线前的测试阶段(封测、删档测试)样本结构与正式上线差异大,结论外推需谨慎。
- 合规与伦理:涉及定价、概率、未成年人付费的实验,在多国受监管限制;A/B 测试本身也涉及用户知情与数据合规问题。
什么证据能推翻它
- 如果 出现大量"无对照组的前后对比"结论,在后续被对照实验证实为正确 → 那么本文对前后对比的否定过强,它可能在某些条件下是够用的近似(例如改动幅度极大、同期无其他变化时)
- 如果 游戏行业的实践证据显示,均值比较在长尾分布下的误判率并不高于分位数方法 → 必查项二的必要性需要下调
- 如果 有产品在实验中观测到护栏指标(如 D7 留存)下降、但长期 LTV 反而上升 → "护栏下降则不算净收益"这条硬判据需要放宽为"视护栏类型而定"
当前推断链上最脆弱的一环:本卡的方法论部分未读到原文。 四个必查项的存在有索引层与检索层确认,但具体参数表述(功效 80%、显著性 0.05、周期下限)是以教科书通行做法给出的,未逐字核对。另外,把"无对照组的对比"整体判为"只能是假设",忽略了一种现实情况——有些改动(如全量强制更新、合规要求)根本不允许设对照组,此时的方法论应转向"准实验设计"(如间断时间序列、合成控制),本卡未展开这部分。
需要什么数据:教科书原文以核对参数表述;游戏行业内部关于"前后对比结论有多少被后续对照实验推翻"的实证数据(几乎不可能公开获得)。
待验证
- 两场 GDC 演讲的年份、完整内容与具体案例(本次只取到 Overview 摘要)
- 教科书正文中关于 MDE、样本量、实验周期的原始参数表述
- 分位数法与均值法在游戏收入类指标上的实测误判率对比
- 当业务不允许设对照组时,准实验设计方法(间断时间序列、合成控制、倾向得分匹配)在游戏运营场景的可用性
- 新奇效应在手游与 PC 长线服务上的典型衰减周期(是两周、一个月还是一季度)
- 小体量产品(每组付费者不足百人)可用的替代判定方法
**
Is "this change lifted revenue 50%" actually true? Four checks
In one line: Revenue rising after a change and revenue rising because of that change are two different claims. The first is just two numbers. The second needs a control group, a statistic that isn't hijacked by whales, a window covering a full cycle, and a set of guardrail metrics confirming you didn't break something else. Miss any of the four and what you have is a hypothesis, not a conclusion.
Terminology follows references/glossary.md.
When to use this
Triggers (observable, decidable):
- Someone wants a full rollout based on data whose shape is two consecutive time periods (the month before vs the month after) instead of a treatment group against a concurrent control
- Someone cites "great first-week numbers" to justify more resources, where that window is shorter than one complete event cycle
- An experiment report gives only a mean change on the primary metric, with no distribution and no guardrails
When you don't need it: the experiment already ran with a control group and pre-registered metrics and sample size — you have a conclusion; what's left is review. Purely qualitative work (interviews, usability testing) doesn't fit these criteria either.
Check 1: Is there a control group? If not, it's a hypothesis
A counter-example (covered in detail in today's companion card): the casual game Mergic replaced one 30-day battle pass per month with two 14-day passes, and IAP revenue rose about 50% within two months. Strong numbers — but it was a pre/post comparison, not a controlled experiment. The article says: "in the fall, the project saw an unexpected surge in in-app purchases." In a pre/post comparison, everything that changed alongside gets credited to the change — seasonality, concurrent updates, ad spend, competitor moves, platform featuring, general market swings. You can't separate them; they overlap perfectly in time. This isn't a rigour issue; the information simply isn't there.
Parameters:
- The control doesn't need to be large — 5–10% of users usually shows direction
- But it must run for at least two complete event cycles (see Check 3)
- The control must be able to participate normally. "We didn't ship them the new build" and "control players saw the old event" are different things — only the second is a meaningful control. Many teams' "control" is just users on the old build, possibly without even the same event entry point
- Where payment or pricing is involved, watch for control users learning about the treatment through community channels or guide sites — that contaminates the control
Strength of conclusion: with no control group, the strongest claim is "this change is worth running a real experiment on," not "this change works."
Check 2: Don't look at the mean — game metrics are long-tailed
The GDC talk "Evaluating Game Experiments: A More Robust Approach for Freemium Games" states in its overview: to run effective experiments you must understand the distributions of key metrics across players, and conventional evaluation methodology has weaknesses.
Why this is especially lethal in games: metrics like ARPU, LTV and purchase amounts are heavily skewed — a small number of high spenders produce most of the revenue. The misread:
The treatment mean is 3% higher, when the real cause is that the control group happened to be missing one whale, or the treatment group happened to gain one.
Means are not robust under long tails: one or two extreme values can flip the conclusion, with no warning.
Parameters:
- Report quantiles — at minimum P50 / P90 / P99, not just the mean
- Report both denominators: ARPU (all users) and ARPPU (paying users). These two can point in opposite directions — ARPPU up while ARPU is flat means existing payers pay more, not that new payers arrived
- For whale-heavy products, consider comparing layer by layer after segmenting on spend, or replacing the normal-theory t-test with bootstrap or permutation tests
Test: if the conclusion flips once you drop the top 1% by revenue, it is about that 1%, not your experiment.
Check 3: Cover a full cycle, and assume a novelty effect
Novelty effect: players respond more strongly to something new in the short term than the long term. New interfaces, new events, new reward structures all tend to look good in the first days — because novelty itself attracts, an increment unrelated to design quality. The opposite, primacy effect: existing users resist change briefly, so numbers dip then recover — and you may kill a good change by mistake.
The two run in opposite directions but share one property: both decay over time. Short-window data therefore proves neither effectiveness nor failure.
Parameters:
- The experiment must cover at least one complete event cycle; for seasons or battle passes, at least two
- Before the experiment starts, fix the minimum detectable effect (MDE) — say, D7 retention +1.5 percentage points — then back-calculate the sample size using that MDE, baseline variance, significance level (typically 0.05) and power (typically 80%)
- The order is not negotiable: fix MDE and sample size first, then look at data. Doing it the other way (use whatever data you have) essentially guarantees a "significant" result
- A cheap process check: run an A/A test before shipping (randomise users into two groups with identical builds). If it reports a significant difference, the bug is in assignment or instrumentation — the best-value debugging you will ever do
Check 4: Guardrail metrics — did the primary metric rise because something else broke?
A guardrail metric doesn't judge whether the change is good — only whether it caused harm elsewhere. The primary metric (the OEC, Overall Evaluation Criterion in Kohavi's framework) covers that; guardrails don't.
For an event redesign, the minimum set:
| Guardrail | Why it's mandatory |
|---|
| D1 / D7 retention | Revenue gains from event changes often come from denser payment touchpoints — precisely the thing that can cost you retention |
| Payer conversion by segment | Overall conversion up while new-player conversion falls are two different stories |
| Refund rate / support ticket volume | Revenue bought with misleading offers shows up here first |
| Crash rate / load failure rate | Stability problems depress both primary metrics and retention, masking real effects |
Test: when a guardrail degrades, a rise in the primary metric is not a net gain.
Back to Mergic: that article reports revenue and conversion but not retention. So even granting its pre/post framing, "this was a net gain" still lacks evidence. Not pedantry: revenue +50% with D7 retention -10% is entirely possible, and it describes a losing change.
Common failure modes
- Sample Ratio Mismatch (SRM). The split should be 50/50 and comes out 48/52. Usually means dropped tracking events, a bug in assignment, or users being assigned twice. How to catch it: chi-square the observed split against the intended one; if the p-value is implausibly small, stop analysing and go find the bug. This is the commonest and most often skipped way an entire experiment is void.
- Peeking. Checking daily and stopping at the first significant result. False positives inflate badly — you're picking the winner across many looks. How to avoid it: fix sample size and stopping rules in advance, and during the run look only at guardrails (to stop losses early), never the primary metric.
- Concurrent experiments interfering. Two experiments both touch the same screen or flow, and effects become unattributable. How to avoid it: build experiment layers and mutual exclusion; run experiments in the same slot sequentially.
- Twyman's law: any figure that looks interesting or different is usually wrong. When you see +50%, your first move should be hunting for a bug (did the definition change? double-counted events? two events stacked? did you land in peak season?), not writing the retrospective deck. Empirically, implausibly large effects are usually errors.
- Writing two simultaneous events as one cause. This is the inevitable product of pre/post comparisons, and the most common error in retrospective reports. Mergic is the template: a shorter event and peak autumn season happened together and got written up as "shorter events produced +50%."
- Definitions changing mid-experiment. Tracking version updates, metric definition changes, or settlement rule changes all make before-and-after data incomparable. How to catch it: pull the log of metric-definition changes covering the experiment window and check. Almost nobody does this, and it explains a lot of "inexplicable effects."
Three things you can do tomorrow
- Pull the most recent "this change worked" conclusion and check one thing: was there a control group? If the shape is "month before vs month after," write "no control group, attribution unsupported" next to the conclusion. No tooling required — just look at where the data came from.
- Give your primary metric three guardrails and put them in the experiment report template. Minimum: D7 retention, refund rate, crash rate. Changing the template beats changing the process — do that and every future experiment carries all three.
- Before your next experiment, fix MDE and sample size in one sentence, then lock the primary metric until the run completes. "Detecting D7 retention +1.5pp, N per arm at 80% power, 14-day run." That sentence costs five minutes and decides whether the experiment has a conclusion at all.
Appendix
Source list
- Evaluating Game Experiments: A More Robust Approach for Freemium Games — GDC talk, GDC Vault index layer (title and Overview readable; full text is members-only). Source of the two points "you must understand the distributions of key metrics" and "conventional methodology has weaknesses." The talk body was not read
- Don't trust the HiPPOs: A/B Testing Online Games — GDC talk, GDC Vault index layer. The overview mentions bringing experimental design techniques from engineering and bio-medical fields into games, and trusting metrics over the HiPPO (Highest Paid Person's Opinion). The talk body was not read
- Kohavi, Tang & Xu, Trustworthy Online Controlled Experiments: A Practical Guide to A/B Testing, Cambridge University Press, 2020 — the methodological backbone of all four checks (OEC and guardrail metrics, MDE and sample-size back-calculation, novelty and primacy effects, SRM, Twyman's law). ⚠️ Not read this run: the publisher page returned 403 and the authors' public Chapter 1 PDF could not be fetched (the tool does not support PDFs). The framework's existence and terminology were confirmed at the search layer; the specific wording reflects this card's author's existing command of the methodology and was not verified against the original text
- We cut the duration of events in a casual game in half — and increased IAPs by 50% — first-party account (Azur Games), 2026-02-26. Cited here as a live instance of the uncontrolled pre/post comparison; case details and measurement caveats are in today's
2026-09-20-mergic-shorter-events-iap card
⚠️ How sourcing shaped the tier: this is a retrospective card, selected because C3 is a blank cell on the knowledge map. The methodology itself is mature and heavily cited, but access this run stopped at the search layer — two GDC talks yielded abstracts only, and the textbook body was unreachable. Under filtering.md's downgrade rule, the evidence tier drops one step and confidence cannot exceed medium.
Evidence and sources
- Source type: mature methodology (textbook framework) + index-layer abstracts of two industry talks + one counter-example case.
- Evidence tier A, confidence medium: the framework is standard, widely validated practice in online experimentation (readable in full, it would be tier S); the deduction comes entirely from this run's access depth, not from the methodology's reliability.
- Measurement definitions:
- Back-calculating sample size from MDE requires baseline variance. No concrete sample size is given here, because it depends entirely on your metric's baseline and variance — any universal figure like "1,000 per arm is enough" is wrong
- "At least one complete event cycle" is a floor, not a sufficient condition. Products with strong seasonality (holidays, school terms) need a full annual cycle to rule seasonality out
- An A/A test catches process bugs but not everything — it does not cover underpowered designs
- The four checks are ordered deliberately: without a control group, the other three cannot rescue attribution no matter how carefully done (Mergic's situation)
- This card's inference: stating "guardrail degradation means the primary-metric gain is not a net gain" as a hard rule is this card's judgement — the textbook framing is more conservative (guardrails detect harm; whether that vetoes the change is a business call). This card takes the stricter line because retention damage from event redesign tends to be lagging and hard to reverse
- The six-way categorisation of failure modes is this card's own organisation; in the sources these concepts appear scattered, not listed this way
Scope and limits
- Genre and platform: the four checks hold for F2P mobile, PC live service, and premium + IAP. They apply weakly to premium single-player titles, whose revenue concentrates in the launch window and which have no "event cycle."
- Minimum scale: guardrail analysis and quantile reporting both need enough payers per arm. For a low-DAU product (say, a few dozen payers per arm per day), there is simply no power to detect small effects — and the right move is not a cleverer design but accepting that this change cannot be adjudicated by experiment, falling back to judgement and accepting higher risk. This is the most important boundary here: experimental methodology does not apply to very small products, and forcing it produces pseudo-conclusions.
- Organisational precondition: guardrails require cross-functional agreement (ops, data, engineering all signing off). In an organisation that only measures revenue, guardrails get treated as process obstructing the launch — fix the incentives before the method.
- Industry stage: applies to live products with continuous iteration. Pre-launch testing phases (closed beta, wipe tests) have user bases structurally unlike launch, so conclusions extrapolate poorly.
- Compliance and ethics: experiments touching pricing, drop rates or minors' spending are regulated in many countries, and A/B testing itself raises consent and data-protection questions.
What would falsify this
- If many uncontrolled pre/post conclusions are later confirmed correct by controlled experiments → this card's dismissal of pre/post is too strong, and it may be an adequate approximation under some conditions (very large effects, no concurrent changes)
- If industry evidence shows mean comparison misleads no more often than quantile methods under long tails → Check 2's necessity should be revised down
- If a product shows a guardrail (say D7 retention) declining while long-term LTV rises → "guardrail down means not a net gain" must soften to "depends on the guardrail"
The weakest link in the chain: the methodology was not read at source. The existence of the four checks is confirmed at index and search layers, but specific parameters (80% power, 0.05 significance, cycle floors) are given as textbook common practice and were not verified verbatim. Separately, treating every uncontrolled comparison as "only a hypothesis" ignores a real constraint — some changes (mandatory full-client updates, regulatory requirements) cannot have a control group at all, and the methodology should then shift to quasi-experimental designs (interrupted time series, synthetic control). This card does not cover those.
What data would settle it: the textbook text, to verify the parameter wording; internal industry data on how often pre/post conclusions are overturned by later controlled tests (almost certainly never published).
Unverified
- The year, full content and specific cases of the two GDC talks (only the Overview abstracts were retrieved)
- The original parameter wording on MDE, sample size and experiment duration in the textbook
- Measured misjudgement rates of quantile vs mean methods on game revenue metrics
- The usability of quasi-experimental designs (interrupted time series, synthetic control, propensity score matching) for game live-ops where a control group isn't permitted
- The typical decay period of novelty effects in mobile vs PC live service (two weeks, a month, a quarter?)
- Alternative adjudication methods for very small products (fewer than ~100 payers per arm)