When a multiplayer wargame has a small player base, should matchmaking prioritize equal skill or finding an opponent quickly?
For independent studios, launching a multiplayer wargame is often difficult because the player base is usually small, especially at launch and within an already niche genre. This creates a real matchmaking dilemma.
Waiting for opponents with a similar level of experience should lead to better matches. But if matchmaking is too strict, players may wait a long time or find no one at all. Widening the skill range allows more matches to begin, but it can also place a newcomer against someone who has already mastered the rules.
This imbalance becomes even more problematic when an asynchronous or PBEM match can last for several days or weeks. Losing a fifteen-minute match is one thing. Committing to a long campaign that was unbalanced from the start is another.
The system could gradually widen the acceptable skill range, show each player’s experience before they accept the match, or use scenario balancing and handicaps. But each of these solutions has drawbacks.
So what do you think is the best approach?