Two ARC Raiders overlooking an open landscape beneath the game title
Culture / The story

ARC Raiders logged 30 million PvE rounds. That is not a referendum

Embark is analysing a completed test and expects more information in November. Participation alone cannot settle the permanent-mode question.

GeekRadarStory date Published 3 min read

ARC Raiders’ temporary PvE test produced more than 30 million rounds, according to Embark. That is a substantial amount of play to analyse. It is not a count of 30 million players, a vote in favour of permanent PvE, or an announcement that the option will return.

In its October 20 closing update, the studio said the test had ended and that its first impression of the response was polarised. It planned a survey of a representative sample of players from October 22 and expected to share further information in November. The outcome of that analysis was still unknown in the statement.

A large numerator still needs a denominator

The distinction between rounds and people changes what the headline number can establish. One enthusiastic player may play repeatedly. Another may try a single round and leave. Both behaviours contribute to an activity total, but they say different things about breadth of appeal and sustained interest.

A temporary event also creates a reason to try something before it disappears. That does not make the resulting activity meaningless; it makes the question more specific. Embark has evidence that players used the option at scale during the test. The published total alone does not tell readers how those sessions were distributed, how many participants returned, or how participation compared with the normal mode.

Surveys and open community feedback answer related but different questions. People who actively post in a discussion are selecting themselves into that conversation. A representative sample is intended to reach beyond the loudest participants, although the public update does not disclose the sampling method or a completed result. Neither a busy discussion nor a large activity count should be substituted for findings that have not been released.

The test changed more than friendly fire

Embark’s test rules removed player-to-player damage, reduced loot value and changed some matchmaking conditions. Our earlier guide to taking part covered the test while it was open; that participation window has now closed.

Those rules matter when interpreting reactions. A player might enjoy being safe from other players but dislike the reward structure. Another could prefer ordinary PvPvE yet notice a change in who remains in that queue. Satisfaction with the test is therefore not a single clean measurement of whether friendly fire should exist.

There is a shared-system problem as well. Offering more ways to play can divide the people available to each matchmaking pool. Embark explicitly warned before the test that quieter regions and hours could see an effect on waiting times. This is why the experience of players who never selected PvE still belongs in the evaluation: a new option can change the conditions of the old one.

For Italian players, the same qualification applies as for the international audience: this was a completed experiment, not an active invitation or a promised permanent mode. November is the studio’s expected information window, not a confirmed relaunch date.

The useful next result would connect participation to consequences: who returned, what they enjoyed, and what happened to both queues. Thirty million rounds show that the experiment deserves serious analysis. They do not spare Embark the harder task of deciding which version of the game those rounds actually support.