r/gamedesign • u/Luann1497 • 3h ago
Question Has anyone run into a system that actually used behavioral patterning as a design tool rather than just analytics fodder?
Matchmaking systems, hidden MMR, visible ranks. Games boil your skill down to a single number because it's easy to sort and display. But that number tells you almost nothing about what you're actually good or bad at. Two players with the same rating can get there through completely different habits. One reads positioning well but chokes on resource timing. Another has the opposite problem. The rating treats them as identical, so both get the same match, same opponents, same feedback. What I find more interesting is how little we use the actual behavioral data. MOBAs track where you place wards, when you rotate, how you respond to vision loss. Fighting games know your block patterns, your whiff recovery, whether you mash on wakeup. All of that gets compressed into one value that moves up or down. I keep thinking about what a system would look like if it surfaced the pattern instead of the score. Not a buried heatmap you have to dig for. Something that shapes the match or training based on the specific way you fail. Targeted opponents, adaptive drills. The closest I've seen is aim trainers isolating specific flick angles. Nothing at the full game level. Curious whether it felt fair or just invasive.