Let’s have the Modern Warfare Matchmaking Convo again

Whenever a new blockbuster first-person shooter comes out, players loosen up so they can once again discuss how multiplayer matches come about and what algorithmic systems determine who plays who and when. The most recent release of Call of Duty: Modern Warfare III is no exception – not long after the multiplayer servers launched on November 10th, players flocked there Reddit, X (Twitter), and everywhere in between to complain about the quality (or perceived lack thereof) of Activision’s matchmaking. On November 20th Players flooded Activision’s Reddit AMA demands the removal of SBMM. But like so many issues in the games industry, there is a serious lack of nuance and real understanding here.
The worst misconception revolves around a popular buzzword that gets trotted around like a dressage pony every time a new game comes out: Skill-Based Matchmaking (SBMM). For those of us not steeped in the FPS genre, SBMM refers to the system used by games like call of Duty, Fourteen daysAnd Apex Legends to determine how matchmaking lobbies are staffed. Although the details vary from developer to developer (and developers don’t actually reveal these details), SBMM typically takes into account stats like a player’s kill/death rate, time played, points per minute, and total wins when using them in lobbies classified. It’s easy to get stuck with SBMM because the details are confusing and often obscured by developers. But it’s so often a controversial topic of conversation that it’s important we do our best to understand it.
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Lately, the concept of SBMM has been so flattened and hyped up that people are misunderstanding its usage, assuming that its critics just want to play games where they can overwhelm people. Damn, myself (And Kotaku) thought the same thing, but in reality it’s far more complicated.

The skill-based matchmaking problem
Skill-based matchmaking was very different 20 years ago, as Max Hoberman – Bungie’s former head of multiplayer and online during the year – has explained Halo 2 And Halo 3 Flowering time – in a recent, scathing tweet thread to a fairly innocuous answer GamesRadar post that originally appeared in PLAY magazine over a year ago. In fact, Hoberman explained that the way skill-based matchmaking should work was a major point of contention among the developers who worked on it Halo 2 And 3which many gamers still believe offers the best multiplayer experience ever.
According to Hoberman, his implementation of SBMM for these games “cleanly divided the room into ranked and unranked matchmaking playlists,” with the ranked mode “filtering opponents by level… in case you wanted a competitive match – but yourself.” then I intentionally allowed for variability in the range of levels we matched you with.”
Hoberman’s belief was that “no one wants to be constantly trampled on,” but it can also (for most people) become “boring to constantly trample on others.” With this ethos in mind, the team “intentionally” aligned a range of skills to “provide three experiences in ranked matchmaking: an easier one where you can get some serious ass kicked, a harder one where you’re likely to be outgunned , and an evenly matched one.”
Hoberman continued, pointing out that the team decided not to “always meet equal players” in games because these games are always “the most stressful” and it can be tiring for the player if they occur over and over again. But that’s exactly what happens with SBMM in games like Modern Warfare III– it places a strong emphasis on finding the “perfect match,” so you’re constantly competing against similarly talented players. This means that every game feels like the “most stressful” games Hoberman mentioned.
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“When [modern SBBM is] When it works, most games become very close and very stressful. This isn’t fun for most players. Where is the variability?” he asked.
But that’s Hoberman’s opinion on how SBMM should work rank Modi – the central issue for many MWIII Gamers is that Activision’s unique algorithm is also applied to casual games.
“I don’t think skill should be a deciding factor in determining who fits into an informal lobbying group,” Hoberman said Kotaku by email. He suggested that factors such as preferred gaming style and connectivity should be prioritized when looking for games for casual gamers. “However, once a list of possible matches is found, I see no problem with including skills as a secondary: sorting criteria since I implemented it for the early days gloriole Games.”
“Matchmaking that is presented and intended as casual, irrelevant fun (e.g., unranked playlists or social networks) should prioritize skill level as a matchmaking criteria,” Hobermann continued. “Whether it should be included as a secondary criterion and how heavily it should be weighted is a question of context and opinion.”

Skill-based matchmaking in Modern Warfare III
I would say I’m a little better than average call of Duty Players, and I rarely play a game where either my team or the other team is thoroughly under attack. Many matches end with a difference of +/- 15 points, if that, so almost every game feels like the stakes are high, as is every death that brings me closer to a negative kill-death ratio brings, is like a nail in my coffin.
If I Do If I steamroll an enemy team, I certainly won’t have the same experience in the next lobby – in fact, I’m often more likely to get flattened and vacillate between “too good” and “not good enough” in successive games . Return games.
And I’m nowhere near the top percentile of players who often have to endure incredibly long waits for the mysterious algorithm to find what it thinks is a fair game for them. Hoberman calls this a “form of discrimination” in his thread, which I find a bit extreme. But forcing highly skilled players to wait for every lobby seems overkill – sure, queue them up for a while to find a fair opponent in ranked play, but do we need to do that in casual game modes too? Hoberman certainly doesn’t believe that.
That’s not the only problem with SBMM – I hate that I can never play with the same lobby more than once, which could well be because the algorithm has to calculate the best possible next game for me a commentator At GamesRadar‘s story suggested.
Skill-based matchmaking and the many side effects it has on everyone’s multiplayer sessions is not a simple problem. It’s not just about top brass wanting to beat the casuals, or about casuals just wanting to play against other tired, overworked thirty-somethings after a long day nursing at the teat of capitalism. No, what frustrates players is the lack of clarity about the SBMM versions of each game.
Giving players a look inside the SBMM black box could well lead to them picking apart the details, which would understandably give developers pause. But having no insight into how the matching algorithms work is of course frustrating.
“As you can imagine, it is a challenge to manage all of these factors at the same time and find the right answer: an answer that leaves a mark [players] We felt the quality of play we found for them was worth the time and lack of control they sacrificed to achieve it,” Hoberman said via email. “To be honest, too few games here ensure that the players are satisfied. This is a trend that has been getting worse for years, and the people responsible for designing these matchmaking and skill rating systems are not being transparent with players or engaging in meaningful dialogue with them. This has led to a tremendous amount of pent-up frustration.”
He continued: “Nobody wants to be told that the way you enjoy the game is wrong.” But that’s actually what happens, either because feedback is ignored, or sometimes through widespread, dismissive measures (or lack thereof). – or even derogatory comments.”
The current version of SBMM (which most players don’t fully understand) feels like the law of the FPS land, setting strict rules and regulations on how to proceed Modern Warfare The game must take place, there must be no room for escapes. As Hoberman points out, in multiplayer games, outliers often have the most fun.