This is why Elo spawned successors.
Glicko added "rating deviation" — New player? System moves you fast.
Glicko-2 added volatility — are your results consistent or all over the place?
TrueSkill (Microsoft) — solves team games. But it's license-based.
But Elo has real limitations. Every game designer hits them.
1. It only sees WIN or LOSS — a 10-0 thrashing and a 1-0 squeaker are identical inputs.
2. Cold start problem — new players start at 1000 but might be experts, takes 20-30 games to find their true level.
Every competitive game has a number next to your name.
Chess. FIFA. League of Legends. Duolingo. Even dating apps.
That number comes from a system invented by one physicist in 1960.
Here's how Elo actually works — math included. 🧵
If you're building a competitive game:
Your rating/ranking system IS your game feel.
If skilled users feel stuck or unchallenged in the first few games, they leave before the system figures them out.
First impression of fairness matters more than the algorithm itself.
Sometimes game design is just finding a problem, spending hours researching the math to solve it, and then realizing the developers are already one step ahead of you. 🤯
Here's the full story 🧵