Matchmaking: it's hard. Wait, not the online dating kind (well, maybe that too) but the kind where you have to match a bunch of different players with different hardware and different geographic locations together over high-speed Internet and let them have fun in a game together. Prompted by Activision's release of a white paper about Call of Duty's skill-based matchmaking methodology, this week we dig into the technical and sociological ins and outs of creating a rewarding online experience for players, from server types to hosting heuristics, player behaviors, ranking types, and a bunch more. Support the Pod! Contribute to the Tech Pod Patreon and get access to our booming Discord, a monthly bonus episode, your name in the credits, and other great benefits! You can support the show at: https://patreon.com/techpod
Matchmaking: it's hard. Wait, not the online dating kind (well, maybe that too) but the kind where you have to match a bunch of different players with different hardware and different geographic locations together over high-speed Internet and let them have fun in a game together. Prompted by Activision's release of a white paper about Call of Duty's skill-based matchmaking methodology, this week we dig into the technical and sociological ins and outs of creating a rewarding online experience for players, from server types to hosting heuristics, player behaviors, ranking types, and a bunch more.
Activision's COD white paper about matchmaking: https://www.activision.com/cdn/research/CallofDuty_Matchmaking_Series_2.pdf