
Let’s start in the beginning by looking at the problem that has given rise to this influx in skill-based matchmaking. Imagine a brand new player who picks up a game with a competitive game-mode. This inexperienced player excitedly hops into their first match and goes against high-skill players and gets stomped. It’s just one match though so the novice player gives it another go... ...only to soundly lose again. And again. And again. This player who is just starting out keeps matching and losing against better players and actually improving or even having fun in this game starts to look like an insurmountable hurdle, so they quit playing altogether. Look, no one goes undefeated and losing is part of gaming. But it is something different to lose in a game where you never stood a chance. In the simplest terms, the main issue that skill-based match-making is intended to solve is players matching against others so outside their skill range that the game is decided before it even begins. Game developers want players to have fun because players who are having fun are more likely to keep playing a game. They are also aware that it is not fun to get trounced over and over. My theory is that the rise in skill-based matchmaking in competitive games lately, especially first-person shooters, is because game developers have looked at the data and seen that skill-based matchmaking is the best way to keep players having fun and keep them from moving onto another game.

One of the purported benefits of skill-based matchmaking is that it creates an environment that is more conducive to player improvement. A lot of people claim that the best way for a player to improve is to play opponents who are slightly better. Conversely, some suggest that better is better, and skill-based matchmaking makes it harder to improve because the skill brackets only expose players to others who are making the same mistakes and do not punish those mistakes in the same way as higher skill players. The reality is, there is probably some truth to both these statements. The competitive ranked ladder for Pokémon Sword and Shield is broken into eleven ranks and players who reach the highest rank are given a numeric ranking. Every month, the rankings reset and players fall back two ranks and have to climb back to max rank. As a result, every player in the top rank, whether they were a top-one-hundred player or someone ranked over one-hundred thousand, is put in the same pool. For a brief time at the start of each month, there is a massive disparity in skill levels as players work their way back to max rank. But, on the other hand, I have also seen matches that have pitted players at complete opposite ends of the skill spectrum that, while not the most competitive matches, introduced the lower skilled player to aspects of competitive matches that they would likely have not been exposed to for some time if they had been playing others at their own skill level.

Another problem tied to skill-based matchmaking is the effort and incentives to put in effort at different skill levels and how it affects match-making ratings. This problem is not inherent due to skill-based matchmaking, but when it is present, skill-based matchmaking shines a light on it. Before that though, we need to talk about sweating. A lot of gamers use the term sweaty to refer to high-skill players. However, the term did not originally relate to a player’s skill, but their effort. Calling a player sweaty was another term for a try-hard. Skill and skill ceilings are relative to each player, and if skill-based matchmaking is working correctly, a player should be winning around half their matches only if they are playing at their best, or in other words, sweating. Just because a lower skilled player cannot perform at the same level as a higher skilled player does not mean the lower skilled player cannot put in the same relative effort. I recently listened to two competitive gamers discuss the nerves that come with competition. A player who has reached the highest level knows what it is like to compete to win a championship or title. On the other hand, a player who has only ever made it to the second day or the second round of a tournament has that feeling when they reach and try to overcome their own competitive ceiling. These two agreed that players can only relate to the highest level they have reached, but that does not mean the player who has never reached the finals cannot relate to the nerves a player feels competing in the finals. The player who has not made it as far just feels those pressures much earlier than the player who knows what it is like to move past that point.

So if players are not matched based on skill, what are the alternative forms of competitive matchmaking? Apart from some specific cases, there are two major alternatives, connection-based matchmaking (CBMM) and rank-based matchmaking (RBMM). As the name implies, connection-based matchmaking places the emphasis on connection quality. This has the benefit of reducing issues like lag, but risks creating scenarios like the aforementioned situation where new players or lower skilled players might struggle to find their footing. Connection-based matchmaking also creates a more casual experience as participants are more or less drawn from a random pool of players with varying skill levels. If you want to try in every match, you can. If you want to relax and play a few matches while enjoying a beer, you can do that as well. If you want to try some crazy load-out or strategy, you can do that too without feeling like you are playing at a disadvantage.

While there are similarities, there are some key differences between rank-based matchmaking and skill-based matchmaking. For starters, rank-based playlists typically have stakes attached to winning and losing. And especially in team-based games, the emphasis on winning can be a frustrating experience. Since players can only increase their rank by winning, a player’s rank will go down if they lose, even if they were the best player on their team or even the entire lobby. Anyone who has spent time in a ranked playlist in a team-based competitive game has probably heard of the term, Elo Hell. This term refers to the situation where a higher skilled player finds themselves repeatedly losing, and therefore dropping in rank, because of low-skill teammates. It is worth noting, some games have developed systems to prevent players from falling too far below their actual skill level (intentionally or not) and there are many who argue that Elo Hell does not actually exist.

There is one important caveat to this discussion that I have been avoiding, and that is the source of complaints against skill-based matchmaking. Love them or hate them, there is no doubt that streamers and content creators have become a core part of the gaming experience in recent years. When it comes to competitive games, these players want to create content that features amazing victories, crazy combos, massive kill streaks, and in the same vein, their audiences want to be entertained by that content. It is more entertaining to watch someone get a tactical nuke in the latest Call of Duty rather than see them finish a match with a barely positive kill/death ratio or to see them get a string of Victory Royales in Fortnite instead of dying before finding a gun. However, while it sometimes feels like content creators and their followers have a vocal influence on games (whether that sentiment is accurate or not), it is important to realize that they are, at best, a vocal minority. Having said that, one of the arguments in favor of skill-based matchmaking is to protect average players from content creators and the highest skilled players. But the same criticism that content creators are a small minority goes both ways. Content creators and players in the top one-percent are a small portion of any game’s player-base. When games use connection-based matchmaking, lobbies are going to be filled with a wide range of players. Sometime yes, there will be a top-tier player in the lobby. However, if a player is repeatedly getting crushed, it is more likely that they are a below average player getting crushed by average players rather than a case of them going against top-tier players over and over.
Skill-based matchmaking is not perfect, but it is also not as flawed as the loud voices that clamor for its demise suggest. For a long time, I supported skill-based matchmaking because I believed it gave players the best opportunity to improve. However, as I have talked and listened to more players, I’m not as convinced that is always the case. I also do not think every player is always looking to improve, and do not think there is anything wrong with wanting a casual experience from time to time. Part of what motivated this piece was the removal of skill-based matchmaking in many, but not all, of Destiny 2’s competitive playlists and the resulting discussions. Personally, in part because of this change and my own experiences, I believe a diversity of matchmaking styles is better in the long term. But, having multiple playlists also means dividing your player-base and I am thankful that I am not responsible for balancing that diversity with adequate playlists and rewards and other incentives. Given the different experiences that different matchmaking styles offer to players at different points on the skill spectrum, I doubt there will ever be a real consensus. That said, I think we can all agree, a ranked playlist should use rank-based matchmaking.
Please bring honor to us all ♬
Comments
No comments yet.
Log in through the forum to comment.