I'm sure that at some point or another, everyone's thought, "I know I'm really good at this game, I'd love to log on and just stomp some noobs." But modern games make this incredibly difficult. If you're playing competitively, chances are you have a competitive rank, which (when it works) should match you up against opponents you have a 50/50 chance of winning or losing against. So even if you're in the top 10% of any given game, unless you're playing on a smurf/friend's account, you might have a bit of trouble showing off just how good you really are to your friends.
And on the surface, this seems somehow "fair" and it seems somehow "fun."
But this model of competition isn't based on any kind of competition found in the real world, outside of video games.
I have a lot of friends who play soccer at a fairly high level. Every team in their division DOES NOT have a 50% chance of winning any given game. Some teams are clearly the worst teams in the division, and they get fucking stomped every season. Other teams are the best and consistently place in the top 3, and do most of the stomping. When you place 1st in your division, that doesn't mean next season you go pro. Next season you go back to your division and you stomp more players who aren't nearly as good as you are.
Now an obvious counter-argument might be "games cost money, so they have to give you what you pay for." But playing on a sports team costs WAY more money than playing a video game, from transportation costs, to maintaining your gear, to sign up fees, to the costs of eating healthy so you can stay in shape and be competitive. And hundreds of millions of people around the world are totally OK with paying money to play sports even though that doesn't mean they're going to win 50% of their games.
When you look at the absolute highest skill levels in a game, it starts to look like any other sport. A SC2 pro like INnoVation might have a 80% win rate even at his ridiculous level of play, which is in line with the level of domination someone like Federer might have displayed in tennis at one time, or Tiger Woods in golf. But that's only at the very, very top. Drop below that just a little, and it's back to 50:50.
The only gaming exception I can think of is Hearthstone's Unranked mode, which has absolutely no stat tracking at all. You can install the game, make a brand new account, hit "Unranked" and get matched up against someone who plays the game for a living. And there's something really, really awesome about that.
I'm not sure this is a problem and even if it is I'm definitely not trying to offer up a solution. It just struck me that it's been implicitly accepted that the 50:50 approach to multiplayer rank is the only way to make a multiplayer game, and what makes this especially strange is it's not based on any kind of outside model I can think of. It was just invented for games and it just stuck, despite other models clearly existing and working outside of games.
Where do you think the 50:50 model came from? Is it the best model for video games? Are there benefits to doing modes like Hearthstone's "Unranked"?
And on the surface, this seems somehow "fair" and it seems somehow "fun."
But this model of competition isn't based on any kind of competition found in the real world, outside of video games.
I have a lot of friends who play soccer at a fairly high level. Every team in their division DOES NOT have a 50% chance of winning any given game. Some teams are clearly the worst teams in the division, and they get fucking stomped every season. Other teams are the best and consistently place in the top 3, and do most of the stomping. When you place 1st in your division, that doesn't mean next season you go pro. Next season you go back to your division and you stomp more players who aren't nearly as good as you are.
Now an obvious counter-argument might be "games cost money, so they have to give you what you pay for." But playing on a sports team costs WAY more money than playing a video game, from transportation costs, to maintaining your gear, to sign up fees, to the costs of eating healthy so you can stay in shape and be competitive. And hundreds of millions of people around the world are totally OK with paying money to play sports even though that doesn't mean they're going to win 50% of their games.
When you look at the absolute highest skill levels in a game, it starts to look like any other sport. A SC2 pro like INnoVation might have a 80% win rate even at his ridiculous level of play, which is in line with the level of domination someone like Federer might have displayed in tennis at one time, or Tiger Woods in golf. But that's only at the very, very top. Drop below that just a little, and it's back to 50:50.
The only gaming exception I can think of is Hearthstone's Unranked mode, which has absolutely no stat tracking at all. You can install the game, make a brand new account, hit "Unranked" and get matched up against someone who plays the game for a living. And there's something really, really awesome about that.
I'm not sure this is a problem and even if it is I'm definitely not trying to offer up a solution. It just struck me that it's been implicitly accepted that the 50:50 approach to multiplayer rank is the only way to make a multiplayer game, and what makes this especially strange is it's not based on any kind of outside model I can think of. It was just invented for games and it just stuck, despite other models clearly existing and working outside of games.
Where do you think the 50:50 model came from? Is it the best model for video games? Are there benefits to doing modes like Hearthstone's "Unranked"?