"QJinX;c-1569797" wrote:
This must be embarassing for you. Sorry
https://wccftech.com/ea-matchmaking-algorithm/
http://www.dailymail.co.uk/sciencetech/article-5031247/Are-video-game-loot-boxes-encouraging-children-gamble.html
http://www.ign.com/boards/threads/ea-using-unfair-matchmaking-practices-to-maximize-player-engagement-and-monetization.455077684/
Best for last. Keep in mind, this is worse than Comcast.
https://consumerist.com/2013/04/09/ea-makes-worst-company-in-america-history-wins-title-for-second-year-in-a-row/
https://www.gamespot.com/articles/ea-exec-responds-to-worst-company-in-america-contr/1100-6443178/
https://www.forbes.com/sites/insertcoin/2017/11/13/in-2017-ea-has-turned-into-an-industry-punching-bag-once-again/#2bd2260224d5
And literally none of this is relevant to the topic at hand. But we have the most skewed and paranoid interpretation of a necessary game function paired with a gross misrepresentation of research, a huge debate that's still rocking the gaming industry as a whole presented in the most biased way possible, and the results of a highly biased unpopularity poll.
Every aspect of game design is about shaping experience. "Fair" is a word a lot of people glom onto, but does not necessarily generate the most engaging or entertaining experience, especially in a zero sum system where the overall average is, by definition, 50% win, 50% loss. If every match is against someone of equal skill, it gets boring fast. There has to be a curve, with relatively challenging and relatively simple opponents to keep you on your toes without overly frustrating you to the point where you quit. A matchmaking engine capable of engaging with and acting on collected data is a necessary experience shaping tool. Yes, there are both ethical and unethical ways to employ it. And both need to be researched. So the article boils down to, "Software developer develops software."
The lootbox debate is still raging across the gaming industry. The gambling angle is one of the most dubious angles, but alternate monetization strategies have been coming and going for a long, long time. The artificially fixed price point on games without regard to development costs or inflation have forced alternate methods of monetization. If the market actually let the price of games change in the same way as every other good, a full-scale AAA title would run well over a hundred bucks. But since it can't, alternate monetization strategies have to come into play. Then, you have games like this, where they're manufacturing a service, not a product. A free service, that has to be turned into a sufficient revenue stream to support the project and the studio. That's voluntary support in the form of microtransactions. Ethical use of loot boxes and packs is still under debate, but that doesn't make them evil. That makes them a part of a dynamic industry trying to do business in a nonstandard market.
And that poll is just absolutely absurd. EA has done some crummy shit, but seriously, "worst company in American history?" When there are companies like Altria who make their money by literally killing people? Yes, this internet poll was clearly objective. But setting that aside, Capital Games is 50-200 person subsidiary, not the parent company. Holding those 50-200 people accountable for everything EA does is unreasonable. Also, their resources and capabilities are more limited.
But none of that has a lick to do with the topic of communication.