Eagle-eyed YouTuber discovers ongoing EA online-matchmaking shenanigans

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Recently discovered EA research aims to keep players “engaged” with its single-player and multiplayer products. The methods explored in published papers are a little subtler than the above illustration.

The practice of incorporating microtransactions and loot boxes into video games has grown from sporadic to omnipresent in recent years. 2017 saw the loot box trend explode and even bleed over from a “cosmetic” model to one that affects gameplay. But in-game items like loot boxes—which commonly appear in multiplayer games—are worthless to publishers if players don’t engage with them.

Game publisher Activision has already patented a way to drive in-game purchases by manipulating “matchmaking,” or how players are paired up with strangers in online multiplayer games. This week, eagle-eyed YouTuber YongYea deserves credit for discovering a similar, though not identical, matchmaking-manipulation scheme being researched and promoted by researchers at game publisher EA.

The discovered papers emphasize ways to keep players “engaged” with different types of games, as opposed to quitting them early, by manipulating their difficulty without necessarily telling players. These papers were published as part of a conference in April 2017, and they indicate that EA’s difficulty- and matchmaking-manipulation efforts may have already been tested in live games, may be tested in future games, and are officially described as a means to fulfill the “objective function” of, among other things, getting players to “spend” money in games.

Fair’s fair? Not to EA

While other EA documents or research may exist, YongYea focused his attention on two of EA’s published papers in a video he uploaded to YouTube on Sunday: “Dynamic Difficulty Adjustment [DDA] for Maximized Engagement in Digital Games,” and “EOMM: An Engagement Optimized Matchmaking Framework.”

The EOMM paper, which is co-authored by researchers from EA and UCLA and was funded in part by an NSF grant, applies more directly to EA’s latest online-gaming controversies. This paper outlines a way to adjust games whose difficulty begins and ends not with computer-controlled difficulty issues (enemy strength, puzzle designs, etc.) but with real-life opponents.

“Current matchmaking systems… pair similarly skilled players on the assumption that a fair game is best player experience [sic],” the paper begins. “We will demonstrate, however, that this intuitive assumption sometimes fails and that matchmaking based on fairness is not optimal for engagement.”

Elsewhere in the paper, the EA researchers point out that other researchers seem to assume that “a fun match should have players act in roles with perceivably joyful role distribution. However, it is still a conceptual, heuristic-based method without experiment showing that such matchmaking system indeed improves concrete engagement metrics [sic].”

In other words, the researchers are operating in a data-driven manner, clarifying that they don’t necessarily see concepts like “fun” or “fairness” driving the engagement that embodies their thesis. And, as the paper notes, it’s engagement, not fairness or fun, that’s linked directly to a player’s willingness to continue spending money in the game.

EA’s researchers don’t necessarily see concepts like “fun” or “fairness” contributing to their thesis.

To test this thesis, in early 2016 EA ran a test on 1.68 million unique players engaged in 36.9 million matches of an unnamed 1v1 game whose matches can end in wins, losses, or draws. Though the paper doesn’t offer further specifics, EA Sports series like FIFA and NHL would fit the description given.

During the testing period, players were analyzed based on their skill level (itself based on wins, losses, and draws) and also their likelihood of “churning” away for at least eight hours after the match. The players were then assigned into one of four pools of different matchmaking techniques: skill-based; EOMM-sorted (the new matching algorithm intended to reduce churn); “WorstMM” (the complete opposite of the EOMM algorithm); and completely random matching.

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