Raiders in an ARC Raiders environment.
Culture / The story

ARC Raiders has not settled what a permanent PvE mode should be

Embark is weighing ways to preserve the extraction game’s premise after its PvE test. Thirty million rounds are not thirty million players.

GeekRadarPublished 2 min read

ARC Raiders’ PvE test has ended without a decision to make the mode permanent. Embark is examining both player feedback and match data, and a new interview explains why the choice extends beyond leaving a matchmaking switch enabled. A relaxed side activity, a demanding challenge mode and a complete PvE progression experience would require different future updates.

In MP1st’s interview, executive producer Aleksander Grøndal describes those possibilities as questions the studio is still working through. The official post following the test says more than 30 million PvE rounds were played and that further information is expected in November. Rounds are not unique players, and that follow-up is not a promised release date.

Removing opponents changes the economy of a run

Extraction games attach value to the journey home. A useful item matters partly because another player might prevent it from leaving the map. Removing that threat can make exploration more welcoming while also changing the relationship between time, risk and rewards.

This does not mean PvE must be easy. Enemy placement, resource pressure, objectives and extraction conditions can create difficulty without another human opponent. It does mean a permanent mode needs its own answer to what makes a successful run satisfying. A toggle demonstrates whether an experience attracts players; it cannot, by itself, establish how that experience should grow for another year.

Embark also needs to consider the remaining PvPvE population. Players choosing a calmer mode may change the mix of encounters left behind. That is a design question, not evidence that one audience is more legitimate than the other.

A large test still needs interpretation

Thirty million rounds provide a substantial sample of activity, but the useful questions are about behavior: repeat participation, progression, completion and how the other queues changed. Embark has not published enough of that analysis to let outside observers decide the outcome from the headline number.

The studio’s November follow-up should therefore be read for the purpose it assigns to PvE, not merely whether the switch returns. For players who came back because they could explore without being hunted by other players, permanence would be welcome. A clear explanation of what that permanence includes would be more valuable still.