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Call of Duty Matchmaking Intel – White Paper #2

Matchmaking Series: The Role of Skill in Matchmaking

Call of Duty Matchmaking Intel – White Paper #2

  • News

Matchmaking Series: The Role of Skill in Matchmaking

The first Matchmaking blog and white paper focused on the two most important factors of the Call of Duty matchmaking system: Connection and Time to Match. These, along with various other factors, make up the foundation of how Call of Duty creates lobbies in core multiplayer. 

 

Today, the Call of Duty team published the next installment of its ongoing white paper series detailing Call of Duty’s matchmaking system titled “Matchmaking Series: The Role of Skill in Matchmaking”. This engineering document shares a look at matchmaking inside Call of Duty multiplayer, including how we always work to create a balanced system for the benefit of all players. 

 

While skill is one of many factors in matchmaking; it is not the driving force behind Call of Duty’s matchmaking system.

With respect to skill, one area that is critical to consider is team balance. Team balancing is very important for forming games where players can have fun and enjoy competitive matches. Blowouts result in players leaving the game which adversely affects the player pool. Team balance itself is covered in more detail within the white paper.

 

As previously detailed in the first Matchmaking Intel Blog, Call of Duty has historically considered player skill among other factors as part of the matchmaking process as far back as Call of Duty 4: Modern Warfare (2007).

 

One of the topics explored in the white paper is recent and historical testing around loosening skill in matchmaking (increasing the gap in skill between players in a lobby).

 

 

HISTORY OF TESTING

 

As our technology and expertise has evolved, our team has increased our matchmaking tests and analyses over the last five years, always working to provide the best experience for players. 

 

For example, one study – focused on Call of Duty: Modern Warfare III conducted across North America – compared a control group of players without any changes to matchmaking to players who experienced loosened skill consideration in matchmaking.

 

The test showed that players with a wider skill gap were more likely to quit matches in progress and did not return to the game at a higher rate than players with unchanged matchmaking.  

 

Read about this test and the detailed findings in the Matchmaking Series: The Role of Skill in Matchmaking.  Here are a few summary findings that impacted the overall community:

 

  • Increased Match Quit Rates: The likelihood for a player to quit during a match increased significantly across 80% of players within the study.
  • Return to Matchmaking: Within the sample study group, 90% of players in the loosened skill group did not return at a higher rate than the control group. This indicated that low- to mid-skill players left the game in greater numbers. The net effect of this was a decrease in the overall player population across the study group. Therefore, the likely result of this compounding over time will lead to player populations that feature only higher-skilled players at increasing rates.
  • Blowouts: Matches where blowouts – a score delta greater than 30 – increased across all skill levels in Team Deathmatch, as one example. 

 

Another example was a test to tighten skill in Call of Duty: Modern Warfare III. This had inverse results consistent with the results of the loosening test. Quit rate was down for 90% of players and we saw other improvements in the experience of low-skill players (KPM and SPM). However, we observed negative impacts for high-skill players. As a result, this change was not rolled out as a standard approach in Call of Duty: Modern Warfare III, as we continue to strive for a balance in our approach to matchmaking.

 

 

A BALANCED, FAIR SYSTEM

 

The existing matchmaking system allows a broader range of players to have access and exposure to all key parts of Call of Duty’s game design in core multiplayer. This includes games where players can contribute meaningfully to their team, not only with wins, but for their own personal records and achievements. 

 

The system strives for team balance, where players are not consistently on the wrong side of blowout matches. Players who frequently experience blowouts are seen to quit matches in progress and the game itself, which negatively impacts the experience for players of all skill levels.  

 

 

VALUE TO ELITE PLAYERS

 

The marginal performance increase for high-skill players with loosened skill consideration represents a short-term gain. The highest-skilled players are likely to get more matches where they could blow out the competition in the short term, but when that occurs the competition tends to play less, and the result is that the player pool shrinks overall. With low- and mid-skill players exiting the core multiplayer pool, high-skill players are more likely to encounter other high-skill players in matchmaking by default.

 

Players can see this impact in legacy Call of Duty games today. Older titles, which also have similar matchmaking systems, are active with predominately high-skill players which forces multiplayer lobbies to be created from that group of dedicated community members.

 

Players can only match with and against who is online, regardless of any system designed to form lobbies.

 

We will always strive to improve our approach to matchmaking to ensure that players of all skill levels are having the best possible experience.  A healthy player population is good for everyone in the community.

 

For detailed examination of skill, one of many factors that help develop Call of Duty’s approach to core multiplayer matchmaking, read the latest white paper: Matchmaking Series – The Role of Skill in Matchmaking. The Ranked Play white paper is slated to arrive later this summer.

 

 

FREQUENTLY ASKED QUESTIONS

 

 

Does competing against high-skill players make low-skill players better at the game?

 

Playing a better opponent may push players to become more proficient over time, but being severely outperformed in their matches, our testing has shown, instead leads players to quit matches in progress or to not play multiplayer.

 

 

Why does Call of Duty measure skill differently between game modes?

 

Skill is split between all major core multiplayer modes as proficiency in one mode doesn’t necessarily indicate proficiency in others. Players should be able to play a mode like Ranked Play as intensely as they choose without impacting their experience in unranked multiplayer modes where players can, for example, experiment with loadouts.

 

 

Why is skill a factor in unranked core multiplayer modes when Ranked Play is available?

 

Ranked Play is designed to deliver an expressly competitive environment; accordingly, players must qualify for access to Ranked Play modes. Many players who have qualified for Ranked Play still choose to enter the game in non-ranked playlists. For new players and those who do not participate in Ranked Play, it’s important they can contribute meaningfully to their team and their own personal in-game achievements. The next Matchmaking Series white paper will further detail Ranked Play.

 

 

Has Call of Duty considered launching a single core multiplayer playlist that does not use skill as a factor in matchmaking?

 

Call of Duty has considered this option, and the team will continue to explore.  Historical testing reveals that low- and mid-skill players would be unlikely to participate in such a playlist. As a match can only be created from players actively searching for a playlist, the likely result would be matches composed solely of high-skill players. 

 

 

 

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