{"id":6937,"date":"2017-12-04T23:38:00","date_gmt":"2017-12-04T23:38:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/310968"},"modified":"2017-12-04T23:38:00","modified_gmt":"2017-12-04T23:38:00","slug":"video-skill-matchmaking-and-ranking-systems-design","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2017\/12\/04\/video-skill-matchmaking-and-ranking-systems-design\/","title":{"rendered":"Video: Skill, matchmaking, and ranking systems design"},"content":{"rendered":"<p>Quality matchmaking and ranking systems have become a staple for competitive multiplayer games, especially with the rise of professional online gaming. How do designers put\u00a0players into matches that\u00a0are fun, but also reflect their skill level?\u00a0<\/p>\n<p>In this 2016 GDC session, Activision&#8217;s Josh Menke\u00a0covers his personal design philosophies, such as considering your audience when creating interactive experiences, and stresses the importance of communicating with multiplayer system designers.<\/p>\n<p>He also expands upon how skill, matchmaking, and ranking systems are all different but related, highlighting the &#8220;what is it&#8221; and &#8220;why?&#8221; of each facet.\u00a0<\/p>\n<p>Devs\u00a0who work in systems design\u00a0may appreciate the fact that you can now go back and watch Menke&#8217;s\u00a0talk\u00a0completely free <a href=\"https:\/\/www.youtube.com\/watch?v=-pglxege-gU\">via\u00a0the official GDC Vault YouTube channel<\/a>!<\/p>\n<p>In addition to this presentation, the\u00a0<a href=\"http:\/\/www.gdcvault.com\">GDC Vault<\/a>\u00a0and its new\u00a0<a href=\"https:\/\/www.youtube.com\/channel\/UC0JB7TSe49lg56u6qH8y_MQ\/feed\">YouTube channel<\/a>\u00a0offers numerous other free videos, audio recordings, and slides from many of the recent\u00a0<a href=\"http:\/\/www.gdconf.com\">Game Developers Conference events<\/a>, and the service offers even more members-only content for GDC Vault subscribers.<\/p>\n<p>Those who purchased All Access passes to recent events like GDC, GDC Europe, and GDC Next already have full access to GDC Vault, and interested parties can apply for the individual subscription via\u00a0<a href=\"http:\/\/www.gdcvault.com\/inquiry\/\">a GDC Vault subscription page<\/a>. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the\u00a0<a href=\"http:\/\/www.gdcvault.com\/demo\/\">GDC Vault group subscription page<\/a>. Finally, current subscribers with access issues can\u00a0<a href=\"http:\/\/www.gdcvault.com\/contact_us.php\">contact GDC Vault technical support<\/a>.<\/p>\n<p><strong><em>Gamasutra and GDC are sibling organizations under parent UBM Americas<\/em><\/strong><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Quality matchmaking and ranking systems have become a staple for competitive multiplayer games, especially with the rise of professional online gaming. How do designers put\u00a0players into matches that\u00a0are fun, but also reflect their skill level?\u00a0 In this 2016 GDC session, Activision&#8217;s Josh Menke\u00a0covers his personal design philosophies, such as considering your audience when creating interactive [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":6938,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-6937","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/6937","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=6937"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/6937\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/6938"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=6937"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=6937"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=6937"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}