Is the term "Pay to Win" really that accurate in multiplayer games? In some single player games, is very accurate because you can buy extra lives/attempts to clear a level. But in a well design multiplayer game, you can't directly buy a "win." And if you do buy power advantages, it will just shift you up to play against all the other people buying power advantages, and in any PvP matchup, some has to lose, by definition. Is the term P2W a strawman? Is there a more accurate term we should use?
"Pay to Win" is definitely inaccurate. Most players use the phrase as shorthand for “if all other factors are the same, players can pay for advantage”. This dismisses all other applicable factors that go into playing the game competitively - maximum earned in-game benefits/gear/levels, chosen build, player skill, internet connection, gaming rig and setup, team coordination, strategy, and so on. You are quite correct - the goal of our matchmaking services is to pit players against each other that reach equilibrium. A player who is significantly better than others, be it because of paid benefits, natural skill, experience and training, better hardware, or whatever, will rise in the rankings until they reach an equilibrium point where they are regularly pitted against players of equal win ability.
It is during the intervening time when the matchmaking algorithm is still evaluating total player power that there is the imbalance between the players put into the game. This is especially prevalent early in a game’s lifespan because most players are still exploring the game and learning how it is played. Optimal strategies, builds, gear loadouts, etc. haven’t been perfected (or even discovered) yet, so the early advantage conferred by paid boosts has a larger effect on competition. These issues naturally sort themselves out over time as players figure out better strategies and matchmaking eventually sorts players into their appropriate power/skill tiers.
It is important to separate the actual issues of paid game advantages from the emotional responses of a loss. Losing a game feels bad for obvious reasons. Salty brains often soothe a bruised ego from a loss by coming up with a reason that removes the responsibility from the player - the game was laggy, I pushed the button but the move didn’t come out, that move/character/whatever is overpowered, this level is terrible, I don’t really play this game, I picked an underpowered character, my teammates were all awful, nobody listened to me, the other player is paying to win, and so on and so forth. When someone is upset, their brains will do things (even subconsciously) to make themselves feel better. It’s a survival thing.
A more accurate phrase would be "Pay to Compete". When a player reaches their natural limit within the system, the only way for them to gain additional power is to pay for it. This can mean paying for in game boosts, recruiting training partners and coaches to practice strategies and execution, getting better gaming equipment, getting a better internet connection, and so on. This is why tournament competition for games tends to be dominated by the same highly skilled group of players - they have the paid boosts, so the determining factor swings back to player skill, teamwork, and preparation. The winners of competitive tournaments are generally not the players who spent the most on in-game boosts. But they have spent on the game because they need to “pay to compete” at the highest level.
Ultimately, the goal with competitive games is a sustainable system where players quickly reach the equilibrium point given their total aggregation of skill, preparation, gear, paid boost, teamwork, etc. where they win and lose about 50% of the time against the opponents chosen for them. This tries to maximize closer matches between players and minimize the curb stomps games that result in bad feelings on all sides. When winners are bored and losers are frustrated because of lopsided matchmaking, the game tends to fall apart.
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