MOBA Games Analytics – Platform Balance Summary

Some MOBA games are cross-platform titles, so you can choose whether to play on PC, Sony PlayStation 4, Xbox One etc. Moreover, in some games players on different platforms can appear in the same match.

In a MOBA, how does this affect the game balance and matchmaking quality? First let’s look at the players distribution on the supported platforms over a time period:


In my sample data, you can see that the number of players on one platform is 3 times greater than on another one. Is it a problem? Let’s see at the win rate for each platform:


The win rate is slightly different on two platforms, but together it exceeds 120%. How can be this possible?

We can assume that the win rate is higher for players in Solo (single player vs AI) and Coop (multiple real players vs AI) modes compared with the PvP (players vs players) mode. Let’s verify this by looking at the win rate distribution per match mode:


Ok, now we see the win rate in Coop matches is very high (bots are weak?) and it is around 50% in PvP games as we may expect. Solo win rate is low, and you can explain this as either the players who chooses this mode are newbie, or it is experienced players who want to experiment, and do not want to disturb other players.

Since for the game balance and matchmaking quality we are mostly interested in PvP matches, we have not found any significant disbalance so far. But we cannot be sure whether it is good now.

What we can additionally do is to see how the win rate is distributed within players having different MMR (matchmaking rating):


We can see that top players has a higher win rate. Probably you will not be able to fix that since the number of top players is always small, you cannot always match them to play with each other only for various reasons.

We need to do a deeper analysis that I will do in the next posts.

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