Whether or not a game should feature skill based matchmaking is a pretty common debate right now. However, something that I think is affecting the way the industry is moving, is called engagement based matchmaking (EBMM). I wanted to use this thread as a platform to talk about it.
What is engagement based matchmaking?
Engagement based matchmaking is a matchmaking system that places players together based on whether or not the matchup is likely to cause players to churn, rather than whether they're the same skill.
For the most part, engagement based matchmaking works in a similar way to skill based matchmaking, but it deviates when it identifies a scenario that is likely to predict the player quitting the game. The typical scenario is if you lose several times against players at the same skill level as you, the game throws you a mismatched game so that you are almost guaranteed to perform well.
The goal of EBMM is to encourage engagement, to keep people playing the game, both for longer play sessions, and more frequently across a long period of time. The most important attribute is to prevent players from churning, to help ensure that they come back day after day.
Where can I read about EBMM?
There are a couple of papers that outline how EBMM can be applied, though these are fairly technical. You can also just search churn prediction in scholar, as many of those articles raise that losing several times predicts churn.
Read this first one if no others.
What's perhaps interesting to note is that the data from the first article here indicates that skill based matchmaking actually does not reduce churn. In their study, players were actually better retained with randomised matchmaking than with SBMM. While at face value SBMM often seems better for the community on paper, that might not be the case, at the very least, the data doesn't point to a clearcut difference between the two.
Instead, I suspect the reason that game developers are pushing towards what they label 'skill based matchmaking' is because of EBMM. Crucially, EBMM is dependent on skill based matchmaking. In order to adjust the difficulty of the experience in a multiplayer setting, the system must know the skill of all players. The significant distinction is that as and when appropriate, the system will manipulate the gameplay conditions to avoid player churn.
My thoughts...
Speaking anecdotally, the conversations I have with both developers and academics point towards EBMM as the future for how players match together in online multiplayer environments. In fact, the conversations point to this type of system already being at play in most of the bigger modern competitive games, as of around 2017.
Ultimately, the developers of these hefty large service games don't see skill balancing as the priority. Instead, they're interested in keeping people playing, and keeping people spending for as long as possible. EBMM helps the studio do that better than SBMM or connection based matchmaking.
As to whether this is ethical, I wanted to make this topic to get people talking about it, so I won't frame the discussion by adding my views on that to the OP. Nevertheless, it would be good to hear everyone's thoughts.
What is engagement based matchmaking?
Engagement based matchmaking is a matchmaking system that places players together based on whether or not the matchup is likely to cause players to churn, rather than whether they're the same skill.
For the most part, engagement based matchmaking works in a similar way to skill based matchmaking, but it deviates when it identifies a scenario that is likely to predict the player quitting the game. The typical scenario is if you lose several times against players at the same skill level as you, the game throws you a mismatched game so that you are almost guaranteed to perform well.
The goal of EBMM is to encourage engagement, to keep people playing the game, both for longer play sessions, and more frequently across a long period of time. The most important attribute is to prevent players from churning, to help ensure that they come back day after day.
Where can I read about EBMM?
There are a couple of papers that outline how EBMM can be applied, though these are fairly technical. You can also just search churn prediction in scholar, as many of those articles raise that losing several times predicts churn.
Read this first one if no others.
Early churn prediction with personalized targeting in mobile social games
Customer churn is a widely known term in many industries, including banking, telecommunications and gaming. By definition, churn represents the act of…
www.sciencedirect.com
Churn Prediction in Mobile Social Games: Towards a Complete Assessment Using Survival Ensembles
Reducing user attrition, i.e. churn, is a broad challenge faced by several industries. In mobile social games, decreasing churn is decisive to increase player retention and rise revenues. Churn prediction models allow to understand player loyalty and to anticipate when they will stop playing a...
ieeexplore.ieee.org
US10286327B2 - Multiplayer video game matchmaking system and methods - Google Patents
Embodiments of systems presented herein may identify users to play a multiplayer video game together using a mapping system and machine learning algorithms to create sets of matchmaking plans for the multiplayer video game that increases player or user retention. Embodiments of systems presented...
patents.google.com
What's perhaps interesting to note is that the data from the first article here indicates that skill based matchmaking actually does not reduce churn. In their study, players were actually better retained with randomised matchmaking than with SBMM. While at face value SBMM often seems better for the community on paper, that might not be the case, at the very least, the data doesn't point to a clearcut difference between the two.
Instead, I suspect the reason that game developers are pushing towards what they label 'skill based matchmaking' is because of EBMM. Crucially, EBMM is dependent on skill based matchmaking. In order to adjust the difficulty of the experience in a multiplayer setting, the system must know the skill of all players. The significant distinction is that as and when appropriate, the system will manipulate the gameplay conditions to avoid player churn.
My thoughts...
Speaking anecdotally, the conversations I have with both developers and academics point towards EBMM as the future for how players match together in online multiplayer environments. In fact, the conversations point to this type of system already being at play in most of the bigger modern competitive games, as of around 2017.
Ultimately, the developers of these hefty large service games don't see skill balancing as the priority. Instead, they're interested in keeping people playing, and keeping people spending for as long as possible. EBMM helps the studio do that better than SBMM or connection based matchmaking.
As to whether this is ethical, I wanted to make this topic to get people talking about it, so I won't frame the discussion by adding my views on that to the OP. Nevertheless, it would be good to hear everyone's thoughts.
Last edited: