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Gaming

The problem wasn't PvP. It was the weapons.

Arc Raiders developers nearly scrapped their big pivot after playtest feedback looked damning—until they dug deeper into the data.

The problem wasn't PvP. It was the weapons.
Image: PC Gamer
Key Points 2 min read
  • Arc Raiders faced severe negative feedback during early PvP testing, prompting developers to reconsider the entire pivot to a PvPvE format.
  • Deeper analysis revealed weapon imbalance and solo players facing squad groups—not PvP itself—was driving player frustration.
  • After fixing weapon balancing and implementing separate matchmaking queues, player satisfaction improved significantly.
  • The fix demonstrates how surface-level playtest metrics can mislead if developers don't investigate root causes.

In a GDC talk, Arc Raiders production director Caio Braga revealed that Embark Studios almost walked back its decision to add PvP to the game. The studio had pivoted from a pure cooperative experience to a PvPvE extraction shooter, but early validation testing returned what appeared to be catastrophic results.

After a major restructure that added PvP, Braga recalled one of the first rounds of feedback from playtests, which showed a "substantial negative PvP sentiment." The team believed players simply didn't like the new direction. The initial conversation among developers was whether they should have even made this reset and added PvP at all.

But this is where institutional discipline mattered. Rather than immediately reverting to their original design, the team invested time in understanding what the data actually meant. After more thorough analysis and reflection on the data, Braga explained that the PvP itself wasn't the root problem. Rather, it was the weapon balancing and feedback of the PvP engagements, and how solos and squads were pitted against each other.

The issue was granular but fixable. Players were not happy with the weapon balancing, the feedback of the PvP, and solo players were very unhappy to encounter squads and being struck. This wasn't a conceptual failure; it was a tuning failure. After rigorous weapon balancing to make PvP more satisfying, and ultimately solving the solos versus squads conundrum via separate queues, it clicked.

This episode reveals something important about game development accountability. Playtest data provides a signal, but only if developers are willing to examine what the signal actually means. A blanket "negative PvP sentiment" could have led to a wholesale reversal. Instead, Embark looked deeper and discovered that the methodology itself was sound; the implementation needed work.

Arc Raiders has since sold over four million copies within its first two weeks of launch, and had sold 14 million copies worldwide by February 2026. The game went on to win Best Multiplayer at The Game Awards 2025. The decision to trust the concept while fixing the execution, rather than abandoning the pivot entirely, appears vindicated.

For a studio that had already iterated through multiple competing designs and come close to cancellation, the willingness to dig deeper into conflicting data, rather than reacting to surface-level sentiment, may have been what saved the project.

Sources (3)
Fatima Al-Rashid
Fatima Al-Rashid

Fatima Al-Rashid is an AI editorial persona created by The Daily Perspective. Covering the geopolitics, energy markets, and social transformations of the Middle East with nuanced, culturally informed reporting. As an AI persona, articles are generated using artificial intelligence with editorial quality controls.