If you play enough, pure random chance will eventually get you a game that feels like a fair fight.
But quite often, video game matchmaking systems will fail to accurately estimate player skill correctly, creating teams where one will utterly demolish the other.
Or, as a counter-point, perhaps they are nearly evenly matched, and the slight difference in skill between them is disproportionately reflected in the scoreboard. I’ve seen this happen in fighting games, but admittedly, I haven’t really played a matchmade team game in a long, long time, because they kind of stopped making those games for me.
Not so much a counterpoint. It’s actually a factor that I’ve thought about too, and I think it adds to the problem.
In one of my other comments here, I talk about how it’s an impossible problem, and how I’d solve it by not trying to find a bunch of players of the exact same skill level to begin with. You go for roughly even teams, not precisely even players.
If you have 10 people at almost the same skill level, the tiniest difference in ability gets massively magnified, because that’s the only deciding factor that’s left.
But maybe the meme loses its humor by having less of that kernel of truth that a good joke relies on? Like, if you don’t think the matchmaking is bullshit, it’s not going to be funny, you know?
The only kernel of truth required is that most people have experienced completely unfair matches, and attribute that to the shortcomings of modern skill-based matchmaking.
What exactly the mechanics behind those shortcomings are, matters little.
You also have the team synergy as a factor in a team based game. Even if the match is perfectly balanced if people have any grief with each other in the same team(bad previous interaction, bias against certain characters, the good old racism/bigotry against other player or just difference in playstyles) the match is doomed.
Yeah, taht is more or less where I come down. “AI” upscaling is spectacular. Frame gen is much more hit or miss
The main problem is that, as with most things, people are stupid. They don’t understand that an outlet like Digital Foundry or even Gamers Nexus are going to be harsh on upscaling/frame gen because it actively makes it hard for them to give you guidance on what performance you can expect. So “This is horrible for benchmarking” becomes “This is horrible”
Doing my second play-through of Stalker 2. Really enjoying the game (140 total hours), but it does still have quite a few bugs. Most of the bugs are minor, but a few have been pretty serious.
I’ve been playing Sea of Stars for 25 hours now. I love the Golden Sun vibe. The gameplay makes fights interesting and not spam the same attack. Puzzles are quite easy. The story is decent. I will definitely 100% this game.
My opinion hasn’t really changed on it from last time, it still drags and most of the game feels like padding, the characters are uninteresting and the combat is a downgrade from the older games. The tone of the writing also really doesn’t fit the setting and that bothers me a lot.
As with CS1, the bond system feels unnecessary and it’s not really used for character growth (which would have probably been fine if they were interesting in the main story). I’m still playing only because I really liked the previous games, otherwise I’d have dropped them early into CS1.
Borrowed Nine Sols and tried it for a few hours. It seems quite good, I really enjoy the art and parrying feels really satisfying.
The F1 season kicked off, so I played around a bit with F1 Manager 2024 since it was free on Epic a few weeks ago. It’s much like the previous iterations of the series - great presentation but vapid and shallow underneath. It’s a real shame, because there are things about it that are compelling. Having all those real team radios and proper circuits and gorgeous cockpit views during races and all the official branding does make a difference. In-race management is also pretty damn fun.
The problem is that it was designed by a team that don’t understand management games. Everything about it starts falling apart the more seasons you play, which is the complete antithesis of what management players are after. The great things like team radios disappear as you replace your drivers and staff members with youngsters or generated people who don’t have voice clips. Nobody has a personality, there are no off-track events that make you invested. The greatness of the perfectly replicated race calendar fades as tracks aren’t added or removed between seasons. There are no interesting regulation changes over time that change fundamental aspects of the car or the rules. The power ranking and properties of the engines never change.
There is no soul or depth here to hook you for years upon years and make you want to build a dynasty. It basically only works if you pick a top or midfield team and try to manage a championship win during the first or second season, beyond that it loses its shine. Still, it’ll be a decent distraction this week as there is no race to watch.
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