cormack12
Gold Member
Source: https://www.vice.com/en/article/jgq...-losing-in-call-of-duty?utm_source=reddit.com
Two months ago, esports pro Seth "Scump" Abner logged into the Call of Duty: Black Ops Cold War multiplayer alpha and found himself struggling. [...] because of the players Abner was being put up against: They were all good.
This, Abner felt, wasn't normal. He should know: he's a world champion, he spends dozens of hours every week playing against the best in the world, and dozens more streaming his "casual" play on Twitch. Why was he having to suddenly work so hard to win games?
"[Skill-based matchmaking] does not belong in Call of Duty. There should be a ranked playlist for people to sweat in," he tweeted as the alpha weekend was coming to a close. "I’m not trying to play Scuf wielding game fuel chugging demons with szn in their psn on Miami TDM."
Abner wasn't the only esports pro to take issue with this system. With the release of Cold War last week, a number of notable streamers have echoed Abner's criticisms. Skill-based matchmaking, they argue, takes their agency away, forcing them into a purgatory of having to play their "best" every single game.
"I truly believe it is imperative that Treyarch dials back the difficulty of lobbies. We’re gonna drive so many big creators away, these games have been no joke. I’m dead after playing for 9 hours," 100 Thieves CEO and CoD pro Matthew "Nadeshot" Haag tweeted a day after release. " I don’t mind playing against people that are similar to me in skill, but at least tell me where I stand in comparison to others globally. Give me a rank that reflects my skill."
These critics point to a number of games like Call of Duty: Black Ops 2 and Halo 3 as examples games who have gotten multiplayer "right" by letting players choose between a "ranked" playlist and "unranked" playlist—offering the freedom to decide when they want to sweat and when they want to kick back and own some noobs.
"From day one in Halo 2, we had skill-based matchmaking," said Max Hoberman, the former Halo 2 multiplayer lead. "I knew that matchmaking and rankings were inherently competitive and a lot of people just did not want that in-your-face competitiveness," Hoberman said. "So I launched with ranked and unranked playlists so all the hyper-competitive people—and a lot of the assholes, to be blunt—end up going to the ranked playlist and the unranked can have a much more casual, friendly environment."
The thing about skill-based matchmaking is that it's not as perfect as its critics think it is. And that's by design. Hoberman explains that in order to strike a balance between ensuring that skill gaps between players were close while keeping matchmaking wait times low he allowed for a certain amount of "slop in the system."
Sometimes there were games where you had the upper hand and you felt like a badass, but you'd also have matches where you'd get your butt whooped" he said. "You kind of get your ego bashed a little bit, but you get exposed to better players and aspire to improve."
Josh Menke, who has worked on the matchmaking systems for just about every major multiplayer franchise from Call of Duty, World of Warcraft, Starcraft II and now Halo, firmly believes that skill-based matchmaking actually increases player engagement, and keeps them coming back, rather than turn them away.
Someone's success always comes at the expense of someone else's failure. When players ask to be put into matches in which they can reliably chill and get 20 kills while only dying 10 times, this inevitably requires someone else to die 20 times. What they're asking for is special treatment. And that's just not fair.
Two months ago, esports pro Seth "Scump" Abner logged into the Call of Duty: Black Ops Cold War multiplayer alpha and found himself struggling. [...] because of the players Abner was being put up against: They were all good.
This, Abner felt, wasn't normal. He should know: he's a world champion, he spends dozens of hours every week playing against the best in the world, and dozens more streaming his "casual" play on Twitch. Why was he having to suddenly work so hard to win games?
"[Skill-based matchmaking] does not belong in Call of Duty. There should be a ranked playlist for people to sweat in," he tweeted as the alpha weekend was coming to a close. "I’m not trying to play Scuf wielding game fuel chugging demons with szn in their psn on Miami TDM."

Abner wasn't the only esports pro to take issue with this system. With the release of Cold War last week, a number of notable streamers have echoed Abner's criticisms. Skill-based matchmaking, they argue, takes their agency away, forcing them into a purgatory of having to play their "best" every single game.
"I truly believe it is imperative that Treyarch dials back the difficulty of lobbies. We’re gonna drive so many big creators away, these games have been no joke. I’m dead after playing for 9 hours," 100 Thieves CEO and CoD pro Matthew "Nadeshot" Haag tweeted a day after release. " I don’t mind playing against people that are similar to me in skill, but at least tell me where I stand in comparison to others globally. Give me a rank that reflects my skill."
These critics point to a number of games like Call of Duty: Black Ops 2 and Halo 3 as examples games who have gotten multiplayer "right" by letting players choose between a "ranked" playlist and "unranked" playlist—offering the freedom to decide when they want to sweat and when they want to kick back and own some noobs.
"From day one in Halo 2, we had skill-based matchmaking," said Max Hoberman, the former Halo 2 multiplayer lead. "I knew that matchmaking and rankings were inherently competitive and a lot of people just did not want that in-your-face competitiveness," Hoberman said. "So I launched with ranked and unranked playlists so all the hyper-competitive people—and a lot of the assholes, to be blunt—end up going to the ranked playlist and the unranked can have a much more casual, friendly environment."
The thing about skill-based matchmaking is that it's not as perfect as its critics think it is. And that's by design. Hoberman explains that in order to strike a balance between ensuring that skill gaps between players were close while keeping matchmaking wait times low he allowed for a certain amount of "slop in the system."
Sometimes there were games where you had the upper hand and you felt like a badass, but you'd also have matches where you'd get your butt whooped" he said. "You kind of get your ego bashed a little bit, but you get exposed to better players and aspire to improve."
Josh Menke, who has worked on the matchmaking systems for just about every major multiplayer franchise from Call of Duty, World of Warcraft, Starcraft II and now Halo, firmly believes that skill-based matchmaking actually increases player engagement, and keeps them coming back, rather than turn them away.
Someone's success always comes at the expense of someone else's failure. When players ask to be put into matches in which they can reliably chill and get 20 kills while only dying 10 times, this inevitably requires someone else to die 20 times. What they're asking for is special treatment. And that's just not fair.