Skip to content

Product1 publisher3 min readPublished

Infinity Ward ships both matchmaking systems in the MW4 beta and lets the telemetry arbitrate

Classic and Open will both run during the Modern Warfare 4 beta while the studio gathers data. The numbers published so far favour Classic; creators say the sample is the wrong sample.

The Product Desk · Product desk

Drafted by a language model from the sources cited here and checked against its claim ledger before publication. How we use AISend a correction

Photograph accompanying Infinity Ward ships both matchmaking systems in the MW4 beta and lets the telemetry arbitrate
Photo: dexerto.com

What happened

  • Infinity Ward revealed its matchmaking plans heading into the Modern Warfare 4 beta, sparking major backlash among fans; matchmaking is a recurring flashpoint in the Call of Duty community, with many players feeling skill-based matchmaking has been too punishing in recent years.
  • Black Ops 7 launched with a new "Open" matchmaking system in which skill was only a small factor in creating a lobby, and the addition went down well.
  • Classic matchmaking arrived in Black Ops 7 in Season 5, was said to be similar to the system used in the original Black Ops and Black Ops 2, and was instantly controversial, with fans arguing it "destroyed" multiplayer.
  • Classic matchmaking was always intended to be used in Modern Warfare 4, and the MW4 beta was getting underway on August 21.
  • On August 19 it was confirmed that the MW4 beta will feature both Classic and Open matchmaking as Infinity Ward looks to gather more data and feedback; the decision was met with fierce backlash from players and content creators alike, prompting the official CoD X account to justify it.

Compiled by The Product DeskSomething wrong?How this is made

Why it matters

On August 19 Infinity Ward confirmed that the Modern Warfare 4 beta would run both Classic and Open matchmaking, saying it wanted to gather more data and feedback [5]. That is a product team declining to resolve a contested design argument in public and instead instrumenting both branches, with the beta opening two days later [4][14].

The dispute has a history. Black Ops 7 launched with an Open matchmaking system in which skill was only a small factor in building a lobby, and it was received well [2]. Classic matchmaking, described as similar to the system used in the original Black Ops and Black Ops 2, arrived in Season 5 and was immediately controversial, with players arguing it had "destroyed" multiplayer [3]. Classic was always intended for Modern Warfare 4 [4], so the beta announcement read as confirmation rather than consultation, and it drew fierce backlash from players and content creators [5].

The studio's defence was numeric. The official Call of Duty X account said "the initial batch of data is showing strong improvements with the new system", citing fewer quit-outs and better queue times since Classic arrived in Season 5 [6][7]. The supporting figures: 80% of players in Black Ops 7 saw "32.7% higher quit rates", "14.4% fewer kills per minute", "5.3% lower win rates" and "59.2% more 'Not Fun' ratings" in Open compared with Standard [8]. On lobby disbanding, the account said 50% of players quit after the first match and that after three matches "almost none of the original lobby remains" [9].

Two things about that dataset are worth flagging. The comparison as published is Open against "Standard", while the choice being argued about is Classic against Open [8][5]. And each figure is scoped to 80% of players, not the whole population, which leaves the remaining fifth unaccounted for in the public argument [8].

The critics attacked the sample rather than the arithmetic. ModernWarzone argued that data from Season 4 onward in Black Ops 7 should not be used to change matchmaking for Modern Warfare 4, on the grounds that "only the sweatiest players play COD this late into a life cycle" and that "way more casuals will be jumping back in for MW4", making the Black Ops 7 demographic a poor proxy [10]. That is a survivorship objection, and it is the hardest kind for a live-service team to answer with its own logs, because the players it needs to model are the ones who already left.

TheXclusiveAce went after the metric selection instead: "I don't care if 50% of the people decide to leave after a match; that choice should be in their hands and not forced on them", adding that the framing "completely ignores the many benefits to the player experience that persistent lobbies provide that may not show up in these specific metrics that they seem to be chasing" [11]. Quit rate measures whether a lobby held. It does not measure whether holding it was the player's decision.

The studio's closing note undercut its own case. "Matchmaking isn't just data, it's a feeling", the devs wrote, telling players to jump in and feel it in the beta [12]. That is an appeal to sentiment from the same account that had just spent the argument on percentages, and it hints that the telemetry is not going to be the sole arbiter after all.

Watch whether the beta's Classic-versus-Open results get published with the cohort and the methodology attached, whether the "Standard" baseline is ever defined, and whether persistent lobbies survive as an option rather than a default. If the beta data lands where the Black Ops 7 data did, the sample objection gets weaker. If it does not, running both systems was the cheapest way to find out.

Loading claim ledger
Loading source directory links
Loading share composer
Loading topic controls
Loading related stories