

Nevertheless, the size of this pool area remains bounded by latency increases as geographic distances grow. By making this change, Activision greatly expanded the potential size of player matchmaking pools within a given area. This is why it’s so important that Modern Warfare’s multiplayer experience now spans different gaming platforms. High-skill players make a lot of noise about disliking SBMM, but developers may prioritize the happiness of the many over the few - again, aiming for the middle of that bell curve. This doesn’t mean SBMM is inherently bad, only that it may need a balanced application, such as being used within ranked modes or not used at all in public matches unless requested by players. Some feel that it punishes high-skill players, forcing them to always play other high-skill competitors, thereby making every game a “sweat” and keeping them from showing off their talents. Skill-based matchmaking (SBMM) remains controversial. It also makes it easier to have a “healthy” matchmaking system in which players can have a varied, rewarding ongoing experience. That said, player skill levels range across an entire spectrum while having skill ratings fall into a bell curve in which most players fall one standard deviation from the mean tends to yield a happy player base. The better route may be for algorithms to mix things up, with some games being hard and some easy.

He discussed how an even (50/50) kill:death ratio is often described as ideal, but an endless string of 50/50 matches becomes boring. Menke also pointed out that designers shouldn’t be too rigid with their matchmaking rules.
