Whenever a new first-person shooter comes out, players relax until they can once again argue about how multiplayer matches work and the algorithmic systems that determine who plays against whom and when. The latest version of Call of Duty: Modern Warfare III It is no exception, as soon after its multiplayer servers went live on November 10, players started flocking to it Reddit, x (Twitter), and everywhere in between to complain about the quality (or perceived lack thereof) in Activision’s matchmaking. But, as with many issues in the gaming industry, there is a serious lack of nuance and real understanding of gameplay here.
The most egregious misunderstanding centers around a popular buzzword that gets thrown around like a dressage pony every time a new game drops: skill-based matchmaking (SBMM). For those of us not familiar with the FPS genre, SBMM refers to the system used by games like Call of duty, fortniteAnd Apex Legends To determine how matchmaking lobbies will be filled. Although details vary from developer to developer (and developers won’t actually share these details), SBMM usually takes into account statistics such as a player’s kill/death ratio, play time, score per minute, and total wins when sorting them into lobbies. On November 20, Gamers flooded Activision’s Reddit AMA They demand the removal of the SBMM, which they consider to be too rigid. It’s easy to get caught up in SBMM, as the details are confusing and often obscured by the developers. But it is often a controversial discussion point, and it is important that we do our best to understand it.
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Recently, the concept of SBMM has been flattened and relegated so much that people misunderstand its use, assuming that its detractors only want to play games where they can beat people. Hell, my soulAnd my city) They’ve been guilty of thinking the same thing, but it’s actually much more complicated than that.

Skill-based matchmaking problem
Skill-based matchmaking was very different 20 years ago, as Max Huberman — former head of online and multiplayer at Bungie during the Halo 2 And Halo 3 Peak – in a The subject of a recent scathing tweet The response is fairly innocuous GamesRadar post that originally appeared on He plays magazine More than a year ago. In fact, Hoberman explained that how skill-based matchmaking would work was a major point of contention among the developers who worked on it Halo 2 And 3which many players still believe provided the best multiplayer experiences ever.
According to Hoberman, his implementation of SBMM for those games “clearly divided the space into ranked and unranked playlists for matchmaking” with ranked mode filtering out “opponents based on level… when you wanted a competitive match — but even then, it intentionally allowed for variety in the range of The levels we’ve matched you to.
Hoberman’s belief was that “no one wants to constantly be run over” but that it can become “boring (for most people) to constantly run over others.” With this ethos in mind, the team “deliberately” allowed for a range of skills to fit together, thus providing “three experiences in matchmaking: an easier experience where you can get your ass kicked, a harder experience where you’re likely to get outplayed, and an evenly matched experience.”
Hoberman continued, noting that the team decided not to “always match people evenly” in matches because those matches are always the “most stressful,” which can tire a player out if it happens over and over again. But this is exactly what happens with SBMM in games like Modern Warfare III– It prioritizes finding the “perfect match,” so you’re constantly facing players with similar skills. That means every game feels like those “more stressful” games Hoberman referred to.
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“when [modern SBBM is] While working, the majority of games become too cramped and too cumbersome. This is not fun for most players. Where is the contrast?” he asked.
But that’s Hoberman’s take on how SBMM works Rank Conditions are the main issue for many MWIII Gamers is that Activision’s unique algorithm is applied to casual play as well.
“I don’t think skill should be a primary factor when deciding who will fit into an informal lobby group,” Hoberman said. my city By email. He suggested that factors such as preferred playing style and connectivity should take priority when searching for matches for casual players. “However, once I find a list of potential matches, I see no problem with taking skill into account as a secondary criteria: screening criteria, as I implemented in the early aura games.”
“Matchmaking is presented and intended as casual, unimportant fun (e.g., unrated or social playlists) and skill level should be deprioritized as a matchmaking criteria,” Hoberman continued. “Whether it belongs as a secondary criterion, and to what extent it should be weighted, is a matter of context and largely a matter of opinion.”

Skill-based matchmaking in Modern Warfare III
I would say I’m a little better than average Call of duty As a player, I rarely play a game where either my team or the other team is heavily attacked. Many matches end with +/- 15 points, if that, so almost every match feels high stakes, like every death that brings me closer to a negative kill-to-death ratio is a nail in my coffin.
when Do In beating the enemy team, I almost certainly won’t have the same experience in the next lobby – in fact, I’m often more likely to be compromised, oscillating back and forth between very good and not good enough in back-to-back games.
And I’m a far cry from the top percentage of players, who often suffer incredibly long wait times for a mysterious algorithm to find them what it deems a fair match. Huberman calls this a “form of discrimination” in his subject, which I find a bit extreme. But forcing high-skilled players to wait for every lobby seems overkill – sure, put them on hold for a while to find a fair match in ranked play, but do we need to do that in casual modes as well? Huberman certainly doesn’t think so.
This isn’t the only problem with SBMM, I hate that I can’t play in the same lobby more than once, which may be because the algorithm has to calculate the best possible next match for me, as One commenter on GamesRadarI suggested a story.
Skill-based matchmaking and the many side effects it has on everyone’s multiplayer sessions is no small issue. It’s not just that the high levelers want to beat the casuals, or that the casuals just want to play against other tired, exhausted 30-somethings after a long day of suckling from the nipple of capitalism. No, what frustrates players is the lack of clarity surrounding each game’s SBMM version.
Giving players a peek into the SBMM black box could lead to them picking out details, which should give developers understandable pause. But obviously having no idea how matching algorithms work is frustrating.
“As you can imagine, it’s difficult to manage all these factors simultaneously and come up with the right answer: the one that leaves you [players] “The feeling of the quality of the match we found for them was worth the time and lack of control they sacrificed for it,” Hoberman said via email. “Honestly, there are very few matches here that make players feel good. This trend has been brewing 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 huge well of Pent up frustration.
He continued: “No one wants to be told that the way you enjoy playing the game is wrong.” But this is what happens, in effect, either because feedback is ignored, or sometimes through widespread dismissive actions (or lack thereof) – or even insulting statements.
The current iteration of SBMM (which most players don’t fully understand) feels like the law of the land of FPS, setting strict rules and regulations for how each one works. Modern warfare The match should disappear, allowing no wiggle room for outliers. As Hoberman points out, in multiplayer games, the outliers often have the most fun.