Published: November 20, 2023
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The ignorance here is infuriating: https://www.gamesradar.com/wan... I see mention of the skill-based matchmaking component I designed for Halo 2 and 3 on this site every so often. It's usually mentioned reverently, but then an outlier jumps in to claim "it can't work today". I disagree.

What I implemented cleanly divided the space into Ranked and Unranked matchmaking playlists. Ranked filtered opponents based on level. This was for when you wanted a competitive match - but even then, I intentionally allowed variability in the range of levels we matched you with.

This variability was a topic of hot debate internally, during development, 20 years ago. Obviously no one wants to get stomped continuously. On the flip side, it gets dull (for most people) continuously stomping others. However, it IS fun having the upper hand some of the time.

By intentionally allowing a range of skills to match together, we provided 3 experiences in ranked matchmaking: an easier one where you can kick butt, a harder one where you're likely outmatched, and an evenly matched one. My theory was that a good mix of these three was ideal.

Why not always evenly match people though? My reasoning was that these are actually the most stressful matches of the set. Sure, they're the most fun to watch for spectators: games come down to the wire. That's because the team that wins is the team that outperforms expectations.

The failure of modern skill-based matchmaking, imho, is that it's designed to maximize these perfect match scenarios and minimize the others. When it's working, a majority of games become super tight, super stressful. That's not fun for most players. Where's the variability?

The system that I designed for Ranked playlists ensured a healthy mix. Sure, it sucks watching your favorite team get their butt kicked. But it comes full circle when they're the ones kicking butt. Throw in tight, evenly matched games every so often, and that's a ton of fun.

I haven't even gotten to Unranked playlists yet. I designed these to NOT factor in skill/level in the search for opponents. Yes, our engineers utilized the same codebase and kept skill/level as a search criteria, but we substantially de-prioritized it in matchmaking.

We also didn't track skill/level globally, only per-playlist. The net result was that Unranked matchmaking allowed a very wide range of skill levels to match together for what everyone agreed was casual, inconsequential fun. Again, that's the way it should be, in my opinion.

Since the natural skill level distribution of players follows a bell curve, there are outliers: inherent low skill and high skill players. Characterizing the high skill ones as "sweaty teens hopped up on Monster Energy" is really disrespectful.

Segregating high skill players from the population at large, forcing long wait times on them, is a form of discrimination. Designers should strive to find a way that players of all skill levels can have fun together. Casual, inconsequential Unranked matchmaking is one way.

I dabbled with handicap settings and asymmetric game mode design as others. Game devs shouldn't take the easy way out and default to segregation though, there's far more that can be done. Derogatory views like this, among game devs, is a cop out - and a disservice to players.

@MaxHoberman Thanks for the reminder here about the hard work you and the team did to make H2/H3 MP fun. It worked wonderfully. You won some, you lost some. There were some fantastically tight games and a ton of fun thanks to your approach and strategy.

@majornelson Thanks Larry. I hope you're doing well. There's no pleasing everyone, but I aimed for what I felt a majority of players would enjoy, and I think the reception speaks for itself.

@MaxHoberman Max, por favor go into education and train the next generation of devs!! Or at least write a book!!

@no_facku I wrote a sci-fi novel 😁 But I haven't taken the time to look for a publisher yet.

@MaxHoberman This thread is such a refreshing read. I've really been trying to enjoy MW3 MP but it's the single most sweaty, unfun experience I've ever had in gaming thanks to how tightly they use SBMM. Comparing the modern approach to your approach to matching is night and day

@MaxHoberman Bingo! The variability aspect has been lost in modern Bungie too. I want difficult games, I want to stomp sometimes, and I want to be stomped occasionally too. But I don't want to have to sweat my ass off 24/7 because I hit a certain rank where even casual playlists are not fun

@MaxHoberman This is very well written, and comes from an absolute OG and expert on the subject. Thank you Max.

@MaxHoberman Whats more egregious is I’m certain this level of player experience control is akin to manipulation. Games aren’t supposed to be artificial experiences, especially when played online. Now - was that my skill? Or did the almighty algorithm say I was due for my handout?

@MaxHoberman amazing thread, appreciate you dude

@MaxHoberman Halo 2 matchmaking is still undefeated. Great read. We don’t want zero sweaty games, just not 100% of our games. You were wise to realize this 20 years ago. Somehow we’ve gone backwards.

@MaxHoberman 🄹

@MaxHoberman By far my fav matchmaking experience.

@MaxHoberman The problem is season rankings with rewards. You don’t have as much slush to create variability in skill matches when the goal to create a ā€œseason journeyā€ of ranking a player. TLDR: it isn’t just about creating good matches, it’s about finding the players skill MMR and locking

@MaxHoberman Thanks for sharing, very informative!

@MaxHoberman Halo 2 and 3 online were some of the best days in gaming. Nothing today has come close to the amount of fun that was.

@MaxHoberman Glad to see you weighing in on this Max. I think this commenter on the gamesradar post highlighted the pain-points for the players quite well. It's great to also read the philosophy you had behind the old Halo systems which worked so well. Thank you.

Image in tweet by Max Hoberman

@MaxHoberman I always love when you breakdown these industry problems from your experience Max. I think it's really healthy to have this type of transparency for solving problems in games today. Really great thread, thank you!

@MaxHoberman Louder for the tone deaf devs in the back!

@MaxHoberman Halo 2 Ranked is better than anything that’s come out in the last decade.

@MaxHoberman Your brilliance is under appreciated, Max. With as much knowledge and experience you have in game development, you deserve to be recognized more. Other developers should be taking after you, but instead it seems that they’re too close-minded and confident in their own ideas.

@MaxHoberman Halo 3 lone wolves was epic good work

@MaxHoberman I miss when you would stay in the same lobby game after game. Having to rejoin a new group takes away the fun of playing the same people over and over, disbanding lobbies is my least favorite component that was introduced for stronger SBMM.

@MaxHoberman I'm so glad you opted to let lobbies stay together. I hate having to start searching after each match. No one talks with each other, and it is hard to meet people. I met one of my best friends through your system.

@MaxHoberman Great post mate. Other side effects of SBMM, is much worse connections and it makes playing with friends a bad experience. Not to mention in games like CoD you have to use meta weapons and you can’t mess around using a melee only loadout for example.

@MaxHoberman Max singlehandedly destroying Games Radar with facts and logic. Love your work ā™„ļø

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