Maybe it's me, but this article didn't make a hell of a lot of sense to me... It seems to contradict itself a bit...
So then, if the matchmaking works so well, why change it? Is there something particularly wrong with players feeling exhausted after an intense gaming session? Can't they just, y'know, take a break? On Friday, Shamus Young offered his own take on the issue, raising some very good points about why a system based on matchmaking would have fragmented the community of Unreal Tournament. I can't argue with his conclusions there, but there's one problem: StarCraft II isn't an FPS.
Nor is StarCraft II a fighting game, a racing game, or any other game where playing somebody vastly more skilled than you can actually be a more entertaining experience than playing someone at your level. I completely understand the desire to test your prowess against someone better than you in these genres, but I wouldn't want to apply that same mindset that I have while playing Team Fortress 2 or Street Fighter IV to a game like StarCraft. This has nothing to do with the quality of the games in question; the conventions of their respective genres are just different.
...Why? What's the big difference between Starcraft 2 and TF2? Or BC2? Or Need For Speed Flavor of the Month? A challenge is a challenge... The idea is that challenging people of equal skill ALL the time becomes a bit monotonous. Sometimes it IS fun to face someone weaker, that you'll trample all over, it's an ego boost. Sometimes it IS fun to be pitched against someone who will eat your face before you blink. It's a challenge. Whatever game you're playing isn't relevant to the level of challenge you'll encounter.
A better player than you at SF4 will pose the same problem as a better player than you at TF2, BC2, Fifa20-nextyear, or SC2, or even real life sports, arm wrestling, card playing, or anything of the sort: He's better than you. He forces you to develop and adapt, or perish.
But this part confuses me more:
In TF2 or SF4, losing is a temporary setback at best. Taking a bullet to the face or getting hit by a combo is a minor loss, because you'll respawn a few seconds later and the combo has to end sometime, giving you another shot at things. It's a series of small defeats that leads to a greater loss, but alongside these small defeats come small victories. You feel a sense of pride when you manage to get a kill on the enemy - even if he's outshooting you 10-to-1. It feels good when you finally block that "unbeatable" combo and connect in retaliation.
Ok... This much is true... Not sure how this isn't applicable to SC2, but anyway...
Those minor victories and defeats are present in an evenly matched game of StarCraft, but nine times out of ten, a loss against a clearly superior player is going to involve one quick and decisive slash at your base: One attack, one kill, game over.
...You mean, like in the aforementioned games? 9 times out of 10, the guy that's THAT much better than you will trash you in TF2, or SF4, or anything before you get a chance to do anything. Ever faced a REALLY good sniper, scout, or soldier in TF2? Fight is over before it starts. You either get your head instantly shot off by a sniper, get double tapped with meat shots by a scout circling you before you can do anything, or just get bounced and airshot by a soldier. It's swift, it's decisive and 9 out of 10 times all you can do is watch the train wreck.
The same is applicable to SF4 where a "pro" player will just spend the whole match combo-ing and canceling you to high hell.
Again, what's the big difference between that one shot you manage to score head on in a shooter, or the epic combo breaker you manage to pull, or the one attack on your base you manage to foil, or that one attack you manage to pull off to destroy your enemy's building?
It's harder to learn from constant defeat in a game like StarCraft than in TF2, because the genre deliberately obscures your enemy from view.
Why? If anything I'd argue the exact opposite. As mentioned before in this thread, SC2 gives you a replay file you can watch after without fog of war. You can review it as much as you like and study your enemy's moves step by step. You can literally watch every action he does and how they affect him. You can see the bases he makes, the units he builds, etc, etc.
How is this any different from recording a match in SF4 and studying your enemy's moves? Hell, a game like TF2, or most shooters really, is far less transparent. If you're lucky you can see what your enemy does in the miliseconds right before he plugs you. If you wanna study his strategies you'll need to find him and ask him for a demo/record, or at the very least get a server demo. By default all you get to study are his exact actions before he sends you to the respawn screen.
As for the Matchmaking... I think Greg and Shamus put it best.