如果你想往房间里扔一枚话语手榴弹,看火花四溅 ,那就提出基于技能的配对。在多人游戏中,开发人员应该将玩家技能的多少考虑到你被允许与谁对战中,这是我们爱好中的一个永恒的争论,但不是每天都有专家在这个问题上插嘴 。
Responding to an opinion piece in PLAY Magazine about SBMM in FPSes (as shared by GamesRadar) on Twitter, former Bungie multiplayer lead Max Hoberman argues modern multiplayer games do a "disservice" to players by only serving them even matchups, citing his work on Halo 3 as how to do matchmaking right.
“根据等级排列过滤对手。这是为了当你想要一场有竞争力的比赛时 ,”霍伯曼在推特上说。"但即便如此,我还是故意允许我们匹配你的等级范围有所变化."
霍伯曼在2006年创建《光环2》和《光环3》之前是多人在线游戏的领导者,他列出了《光环的媒人》旨在为玩家服务的三种类型的比赛:你可能会赢的“更容易 ”的比赛 ,你被击败的“更难”的比赛,以及公平的比赛。
“现代基于技能的婚介,imho的失败在于 ,它的设计是为了最大化这些完美匹配的场景,最小化其他的,”他说 。“当它起作用时 ,大多数游戏变得超级紧张,超级有压力。这对于大多数玩家来说并不好玩。可变性在哪里?”
Hoberman's perspective on SBMM cuts against the common wisdom in competitive games that creating fair matches, and only fair matches, produces the best results. The most popular competitive games in the world—Counter-Strike 2, Dota 2, League of Legends, Apex Legends, Rainbow Six Siege—all use ELO or MMR-based ranking systems to always attempt to form balanced lobbies. This often means that the majority of players can quickly find matches, but the top 10% of players have to wait a lot longer.
"Segregating high skill players from the population at large, forcing long wait times on them, is a form of discrimination," he said. "Designers should strive to find a way that players of all skill levels can have fun together."
霍伯曼说,一种方法是在未分级和分级模式中设计技能差异 。大多数游戏已经在未分级的情况下做到了这一点:休闲播放列表通常优先考虑快速找到匹配 ,而不是找到类似技能的玩家,或者甚至为未分级和分级建立单独的MMR。几乎所有多人游戏的共同点是,休闲MMR值是隐藏的。
霍伯曼关于方差的观点很吸引人 ,但在我看来也不完整 。对许多玩家来说,竞技游戏的吸引力很大一部分是为了向社区中的其他人明确证明他们的技能。在CS2或英雄联盟中达到一个高等级会有一种真正的成就感, 让这种成就感觉真实的部分原因是 ,知道游戏试图在每一步给你一个公平的挑战。我认为,如果你问那些深深扎根于这些社区的玩家,他们是否更愿意在部分时间里被故意安排不公平的比赛 ,他们可能会说不 。以有利于你的不公平比赛来平衡事情的承诺听起来确实很有趣,但也以一种可能破坏荣耀的方式迎合。
另一方面,霍伯曼对SBMM的愿景正是《使命召唤》社区中呼声最高的角落不断要求的。
“我为分级播放列表设计的系统确保了健康的组合 。当然 ,看着你最喜欢的球队被击败是很糟糕的,”他说。“但当他们踢屁股的时候,一切又回到了原点。偶尔玩玩势均力敌 、势均力敌的游戏,乐趣无穷。 ”
Activision generally doesn't comment on how its SBMM works, but we know it's there in CoD, and we know that many players think its SBMM is too sweaty, or report huge fluctuations in the perceived skill of their opponents from match to match, resulting in a frustrating whiplash between getting stomped and doing the stomping. This gives the impression that there is some skill variance baked into CoD's matchmaker, but that it's not totally random, and generally favors a fair match.
Whether or not these complaints are backed up by data, they've made SBMM a hot-button issue for the series in recent years, with a vocal majority arguing against fair matchups in favor of a Hoberman-style of "fair" where everyone has an equal chance to have a bad or good time. Except, there are disproportionate winners and losers in that scenario, too: the top 1% skilled players have a 99% chance of finding an easy match, while the bottom 1% are likely to have a bad time every time.
I'm not sure how Hoberman's system accounts for these players. If the highest-skill players really do get an even match "every so often," does that mean sometimes their matchmaking times are 30 seconds and other times 5-10 minutes? Because that can be how long it takes to find a good matchup when you're among the best.
毫不奇怪,开发者选择模糊他们的匹配系统的细节 。不可能让所有人都满意,尤其是当一些人希望通过技能评级来实现公平 ,而另一些人希望通过一种模糊的随机幻觉来实现公平。霍伯曼的完整Twitter帖子,包括了更多关于临时相亲的想法,值得一读。