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Re-thinking matchmaking: Going beyond skill-based systems with EOS and PubNub

Blog post from PubNub

Post Details
Company
Date Published
Author
Markus Kohler
Word Count
1,529
Company Posts That Month
6
Language
English
Hacker News Points
-
Post removed?
No
Summary

Matchmaking in gaming has traditionally relied on either latency-based or skill-based methods, often leading to mismatched or predictable gameplay experiences. To address the lack of fun and social engagement in these systems, Epic Online Services (EOS) and PubNub Illuminate have partnered to create a dynamic matchmaking solution that adapts in real-time to player behavior, preferences, and social dynamics. This approach prioritizes social connections and player engagement by utilizing live feedback and data to create more personalized and memorable gaming experiences. The system enables developers to move away from static matchmaking rules, allowing for flexible, player-centered matchmaking strategies that can evolve with the game and its player base. By integrating EOS's robust infrastructure with PubNub's real-time decision-making capabilities, developers can create sessions that not only consider skill and latency but also account for player preferences and social interactions, ensuring a more enjoyable and engaging gaming experience.

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Trend Post Mentions Total Month Mentions Posts Companies MoM
Real-time 10 4,065 968 231 -6%
Serverless 1 842 169 80 +38%
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