Recently, Skill-Based Matchmaking has been a controversial topic for gamers everywhere.
Some say it’s necessary while others demand its dissolvement in current games.
But what is the right answer, and is it something that should be left for 2025?
Skill-Based Matchmaking
SBMM, aka Skill-Based Matchmaking, or: How I learned to stop worrying and love the MMR, is controversial. Although it has been a thing since chess went pro, it has seen controversy in recent years.
But what SBMM does is create a form of matchmaking based on the relative skill levels of players. Also coming back to chess because that is where the infamous ELO system was born. The Elo rating system works as higher Elo score players are expected to outperform lower Elo players.
But when playing ranked matches, players who do not win lose their ELO score to the winning ones. Also, every player starts with a base ELO, like LOL, which is 1200 and separated into tiers usually. Think League with its Iron, Bronze, and Silver with its skill-based matchmaking.

Although the system worked decently at first, and for some games it has its downsides. While early matches are fair and balanced, it eventually sends a player into ELO hell. With the case for team-based games, if your ELO is low, you are put with other low-performing players due to skill-based matchmaking.
But because the games ELO only cares if you win or lose, your performance means nothing. Because if your team runs it down and throws the game, guess what? Your 30-0 kd means nothing, and you lose.
Also, while progression is clear, it creates a kind of depressing mindset of only caring about the outcome. This has led some players to psychologically worsen over time, not seeing their ELO improve, and some players ennobility ends up stagnating, not being able to progress.
Although it has its downsides, at least it’s open with how it works, unlike others.
Tekken It Too Far
But something I am more comfortable with is Tekken’s skill-based matchmaking, or Tekken Prowess. See Prowess is determined and boosted the higher your rank and the more characters you play. Although a player is higher rank at Kishin, with one main, a Fujin could have more prowess if he plays multiple fighters in ranked.

Although it does result in more competitive players matching with each other, it has issues. If you got high prowess now, when you pick up a new fighter for the first time, you are screwed. Thanks to its skill-based matchmaking, you are put with players who are also high in prowess and are more likely playing their main!

Also, the wait times become longer as you wait for the skill-based matchmaking to work. It’s not the worst, but it does, in a way, discourage experimentation with new fighters. But instead sticking to your mains, as it’s not skill-based matchmaking based on individual fighters.
But another aspect is how skill-based matchmaking affects casual play as a whole.
Skill-Based Matchmaking on the Motorway
Arguably the biggest outcry about the SBMM system comes from COD. More specifically, Call of Duty: Black Ops 6 players who have some complaints.

Firstly, the most obvious skill-based matchmaking is based around player level. Fair enough; it makes sense. But another is entirely hidden that dynamically changes based on match performance.
Also, this SBMM is applied to casual multiplayer as well! Meaning high-level players are waiting to be matched with other high-level players in quick matches. This is what has turned off some gamers, as those wanting a fun 5 minutes are instead treated to another sweaty game.
But on the flip side, many just want to be put into ‘bot’ lobbies so they can garner cool MLG no-scope clips for their socials.

Although I can see reasons for and against this skill-based matchmaking, one thing is clear. That not being clear about the skill-based matchmaking is what frustrates players the most.
Also, when it comes to casual, no matter the game, it really should not have such a strict skill-based matchmaking system. Yes, it should try to put players with similar levels in servers. But overall it should just prioritize quick lobbies over mediated ones for time’s sake.
Leave the heavy lifting for ranked modes where people want that.





















