ARC Raiders, PvP Backlash, and the High Cost of a Pivot
ARC Raiders, the free-to-play extraction shooter from Embark Studios, has had an unusually public identity crisis. Initially unveiled as a purely cooperative player-versus-environment (PvE) game, it later re-emerged as a PvPvE looter-shooter where squads not only battle AI threats but also each other. That switch was not smooth: internal testing reportedly produced blunt feedback from players who simply did not enjoy the new PvP focus or its surrounding loot systems.
The journey from co-op survival fantasy to high-stakes extraction game is a useful case study in how modern live-service shooters are built, tested, and sometimes course-corrected under intense player scrutiny. Drawing on reporting and interviews that surfaced around the game’s launch window, this article explores the design pivot, the backlash, and what ARC Raiders reveals about the challenges of hybrid PvPvE design.
From Co-op Survival Dream to Extraction Tension
When ARC Raiders was first announced, it was positioned as a cooperative third-person shooter where players would band together against towering robotic invaders. The emphasis was on:
- Team-based survival against overwhelming AI enemies
- Coordinated use of gadgets, traversal, and environment
- A sense of shared adversity rather than competitive pressure
That early direction placed ARC Raiders closer to a cinematic co-op shooter than to a competitive multiplayer game. At some point in development, however, Embark Studios decided that a purely co-op experience was not enough. The team introduced direct player-versus-player combat and extraction-style looting, aligning the game more closely with the growing PvPvE extraction subgenre popularized by games like Escape from Tarkov and Hunt: Showdown.1
The pivot changed the basic questions the game had to answer:
- What is the primary source of tension? Giant robots and environmental hazards, or other human squads?
- What is a successful run? Defeating a boss and surviving, or extracting with valuable loot under pressure from other players?
- Why do players log in? To relax with friends in co-op, or to chase high-stakes, sometimes punishing encounters?
These questions are not merely thematic; they shape everything from weapon design and encounter pacing to matchmaking and progression systems.
Playtests and the Harsh Verdict on PvP
According to coverage of a talk given by Embark production director Caio Braga, the initial response to the PvP pivot from internal and external testers was decidedly negative. PC Gamer reports that testers expressed “substantial negative sentiment” toward the newly added PvP element, clear enough that the team seriously debated pivoting back toward a more PvE-focused design.2
Testers’ criticisms reportedly hit two pressure points:
- Dislike of direct PvP encounters – Players who came to ARC Raiders expecting co-op survival did not necessarily want to be ambushed by other squads.
- Frustration with looting systems – When your time investment is tied to loot extraction, unbalanced or unfair-feeling PvP interactions can make the entire run feel wasted.
The combination is volatile. In an extraction shooter, you can lose hours of progress in moments. If combat feels unbalanced or random, the frustration multiplies quickly. For players who were expecting a more traditional co-op shooter, the new model felt like an entirely different genre with a much harsher risk profile.
Why PvPvE Is So Hard to Get Right
PvPvE design attempts to merge two fundamentally different player fantasies:
- PvE fantasy: Master challenging AI encounters through cooperation, pattern recognition, and build optimization.
- PvP fantasy: Outplay other humans using mind games, aiming skill, and situational awareness.
Blending them creates a uniquely dynamic environment, but it comes with several design challenges that ARC Raiders had to confront.
1. Clarity of Intent
Players need to know what the game expects of them. Is PvP an optional hazard or the main path to success? Embark has described PvP in ARC Raiders as a hazard rather than a primary objective, intended to create tension and unpredictability instead of competitive ladders or ranked leaderboards. That intent must be made crystal clear through UI cues, mission design, and reward structures, not just marketing language.
2. Fairness vs. Unpredictability
Extraction games thrive on unpredictability, but they also need a sense of fairness so players feel their decisions matter. Academic work on competitive games and player motivation underscores how perceptions of fairness and agency are central to enjoyment and long-term engagement.3 When testers say they “don’t like PvP,” they often mean they feel blindsided, outgunned, or punished for taking risks that the game appears to encourage.
3. Balance Across Skill Levels
Any PvP mode has to cope with disparities between veteran players and newcomers. In a progression-heavy looter-shooter, gear and knowledge gaps amplify skill differences. If new players repeatedly encounter fully kitted veterans early in their experience, they may conclude the game simply isn’t for them. That ties balance design intimately to matchmaking and progression pacing.
Weapons, Matchmaking, and the Real Source of Frustration
Embark ultimately concluded that the testers’ hostility to PvP was less about the existence of player combat and more about how that combat felt. PC Gamer notes that the team traced much of the negative feedback back to issues with weapon balance and matchmaking logic rather than the fundamental decision to include PvP.2
This distinction matters. Removing PvP altogether would have meant abandoning the extraction fantasy that had come to define ARC Raiders’ later marketing. Fixing weapons and matchmaking, by contrast, was a more targeted path that preserved the game’s new identity while addressing pain points.
Key problem areas reportedly included:
- Overpowered weapon archetypes creating dominant strategies and making some loadouts feel pointless.
- Time-to-kill (TTK) that made engagements feel either too instantaneous (no time to react) or too spongy (prolonged, unsatisfying duels).
- Matchmaking that sometimes placed low-experience players in lobbies with much stronger opponents.
Research on online matchmaking shows that poorly tuned ranking and pairing systems can significantly reduce retention, especially when players perceive matches as consistently unfair or one‑sided.4 In a game where you can lose valuable loot, those perceptions get amplified.
| Issue | Player Experience | Typical Design Response |
|---|---|---|
| Overpowered weapons | Players feel forced into a narrow set of loadouts | Frequent balance passes, data-driven nerfs/buffs |
| Unfair matchmaking | New players get stomped and churn quickly | Skill-based matchmaking, hidden MMR, protective brackets |
| Opaque loot systems | Progress feels random or unrewarding | Clear drop rates, visible progression milestones |
| Harsh extraction losses | Session loss feels catastrophic, especially for casuals | Insurance systems, partial rewards, safe progression tracks |
Looting and Risk: When Stakes Become Punishment
The pivot to extraction-style gameplay also demanded a rethink of ARC Raiders’ loot economy. In extraction design, the core loop looks something like this:
- Drop into a map with light gear.
- Scavenge or earn better equipment, resources, and currency.
- Choose whether to extract early with modest rewards or push deeper for higher risk and return.
- Lose everything on death, or keep extracted loot for future runs.
Players who tested the early PvPvE implementation reportedly found the looting systems underwhelming alongside the PvP combat. If loot does not feel meaningful, and PvP deaths feel cheap, the entire experience collapses into a grind with low perceived payoff.
Designers of successful loot-based games often highlight the importance of clear, incremental progression and predictable rewards mixed with some randomness. Research into loot boxes and reward structures in digital games notes that a blend of controllable goals and variable rewards tends to be most engaging, whereas opaque systems may drive frustration instead of excitement.5 For an extraction shooter, that means:
- Players can set clear goals (e.g., unlock a weapon class, reach a certain power level).
- Randomness is present but bounded; players are not entirely at the mercy of luck.
- Losses are painful enough to be meaningful but not so punishing that they drive players away.
Embark’s Response: Adjust, Don’t Abandon
Faced with the negative test feedback, Embark reportedly spent considerable time debating whether to reverse the PvP pivot and swing back toward a more PvE-focused game. Ultimately, they chose not to abandon PvP. Instead, they doubled down on their vision of PvP as an ambient danger rather than a core competitive target, while working to fix balance and matchmaking problems.
Public commentary from the studio and community managers around launch emphasized that:
- The game was designed around cooperation first, with PvP layered on top as a tension mechanic.
- There would be no kill leaderboards or ranked PvP modes chasing esports aspirations.
- Matchmaking would use techniques such as aggression-aware pairing to group more PvP-hungry players together and protect others from constant ganking.
That approach attempts to reconcile two player groups: one that embraces the anxiety of running into hostile squads and another that mainly wants to fight AI. In practice, the success of this philosophy depends heavily on implementation.
What ARC Raiders’ Journey Reveals About Modern Shooter Design
Whether ARC Raiders ultimately secures a stable audience or not, its development story highlights several broader lessons about designing and iterating live-service shooters.
1. Announced Identity Is Hard to Walk Back
Once a studio reveals a game publicly, players form strong expectations. ARC Raiders was initially framed as a co-op survival experience; years later, asking that audience to embrace a harsher, extraction-oriented PvPvE model is nontrivial. Marketing language, trailers, and early hands-on previews all shape a mental model that is difficult to rewrite.
2. Testers Don’t Just Give Data, They Give Direction
Playtests are often treated as data-gathering exercises, but in practice they also provide directional feedback about what players want the game to be. In ARC Raiders’ case, testers were not simply flagging bugs; they were contesting the game’s genre identity. Studios must decide how much to let that sentiment steer the project versus holding firm on their original vision.
3. Systems Are Interconnected
The ARC Raiders case illustrates how intertwined PvP, loot, matchmaking, and progression are. Negative sentiment labeled as “PvP complaints” may really be about weapon damage curves, spawn logic, or reward structures. Fixing one subsystem (e.g., weapon balance) can transform perceptions of another (e.g., whether PvP is fun or oppressive).
4. Communication Is Part of Design
Embark’s repeated insistence that PvP is a hazard rather than a scoreboard mechanic shows how important messaging is to live-service games. Players need to understand not just how systems work, but why they exist. Transparency about design goals, balance changes, and matchmaking tweaks can help players contextualize frustrating experiences as part of an evolving ecosystem rather than a static, unfair design.
Frequently Asked Questions
Is ARC Raiders primarily a PvE or PvP game?
ARC Raiders is best described as a PvPvE extraction shooter. The core activities revolve around fighting AI enemies and completing objectives, but other human squads can interfere, ambush, or compete for limited resources and extraction opportunities. Embark has stated that PvP is meant to function as a high-stakes hazard layered over a fundamentally cooperative foundation, not as a traditional competitive ladder.
Why did testers react so negatively to the PvP pivot?
Reports from coverage of Embark’s GDC talk indicate that early playtesters did not enjoy the initial PvP implementation and were also unhappy with the looting systems. The frustration appears to have stemmed from a mix of mismatched expectations (players anticipating a pure co-op game), unbalanced weapons, and matchmaking that sometimes produced unfair-feeling encounters.
Did the developers ever consider removing PvP again?
Yes. Embark has acknowledged that the team seriously considered pivoting back toward a more PvE-focused experience after receiving strong negative sentiment about PvP during testing. Ultimately, they chose to retain PvPvE as the game’s core identity, focusing instead on improving balance, matchmaking, and the overall risk-reward loop.
How does matchmaking try to protect less aggressive players?
Public statements from the development team indicate that ARC Raiders uses behavior-aware matchmaking to cluster highly aggressive, PvP-oriented players together more often. The intent is to reduce the frequency with which more casual or PvE-focused players are repeatedly targeted by dedicated PvP hunters, while still preserving the possibility of unpredictable encounters.
What can other studios learn from ARC Raiders’ experience?
ARC Raiders underlines the importance of clearly communicating a game’s identity, aligning progression and reward systems with the intended fantasy, and treating playtest feedback as a nuanced signal rather than a simple up-or-down vote on individual features. It also shows how difficult it is to retrofit a new genre identity onto a game that has already been publicly framed in a different way.
References
- Arc Raiders received ‘substantial negative PvP sentiment’ during testing, causing the devs to second guess its big pivot, before realising it was really frustration with weapons and matchmaking — PC Gamer. 2024-03-21. https://www.pcgamer.com/games/third-person-shooter/arc-raiders-received-substantial-negative-pvp-sentiment-during-testing-causing-the-devs-to-second-guess-its-big-pivot-before-realising-it-was-really-frustration-with-weapons-and-matchmaking/
- “They Didn’t Like PvP”: Embark Studios Admits ARC Raiders Almost Pivoted Back to PvE After First Pivot to PvP — Wccftech. 2024-03-22. https://wccftech.com/embark-studios-almost-pivoted-arc-raiders-back-to-pve-after-first-pivot-to-pvp/
- Why do people play on-line games? An extended TAM with social influences and flow experience — Hsu, C.-L., & Lu, H.-P., Information & Management (Elsevier). 2004-11-01. https://doi.org/10.1016/j.im.2003.12.002
- Matchmaking in Multi-player Online Games — Microsoft Research (Herbrich, R. et al.). 2006-01-01. https://www.microsoft.com/en-us/research/publication/matchmaking-in-multi-player-online-games/
- Loot boxes, gambling-like mechanisms in video games, and their links with problem gambling and disordered gaming: A systematic review — Zendle, D., et al., Addictive Behaviors (Elsevier). 2020-06-01. https://doi.org/10.1016/j.addbeh.2020.106449

