ARC Raiders Studio Doesn’t Want to Foster Competitive Gameplay By Adding Leadreboards Says CEO

A key feature of the PvPvE shooter ARC Raiders is that players are encouraged to cooperate instead of immediately fighting each other. In a recent interview with GamesBeat, Patrick Söderlund, CEO of Embark Studios, explained the design choices behind this focus on friendly interaction and why the studio is hesitant to add competitive elements like leaderboards.

Söderlund mentioned they’ve talked a lot about ‘Nemesis systems’ and related features. He wasn’t sure of the team’s current progress with them, but he appreciates that the game doesn’t focus on competition or leaderboards, which he sees as a positive aspect of its design.

We’re not actively encouraging players to focus on shooting each other. While it’s possible to attack other players, that isn’t the main goal of the game. We see it more as a tool to build suspense and create exciting moments.

Later in the interview, Söderlund discussed how ARC Raiders started as a purely player-versus-environment (PvE) game, initially developed without any multiplayer aspects. He explained that adding other players created a sense of excitement and made the game world feel more dynamic, with details like the sound of gunfire and signals from fallen players contributing to the atmosphere.

He explained that the game was often empty for extended periods. While it had moments of fun and functioned well in isolation, things changed when other players joined. The game deliberately didn’t show exact player counts – how many were on the server, how many had died, or how close others were – but subtly signaled their presence. For example, players could hear gunfire or other players interacting with the environment. Sound was therefore crucial, letting players know others were nearby, and they’d also see visual cues like flares when players were defeated.

A prime example of these subtle cues is the flare that appears when a player-controlled attacker is defeated. During a game test, Söderlund noticed that removing the flares made the game feel less impactful, so he made sure they were included again because he felt they were a defining feature.

He explained that these signals also let other players know something is happening, making the game world feel more alive and populated. They hint that a player might be down nearby, creating a moment of decision: should you investigate the potential risk for a reward, or might they be revived? This adds a crucial element of tension to the gameplay.

As a big fan of ARC Raiders, I was really excited to hear Söderlund talk about how the game matches players together. Apparently, the system is designed to let you play the way you want! He said that if you’re someone who loves focusing on the story and missions – basically, PvE – you’ll get paired with other players who feel the same way. But if you’re more into running around and battling other players – PvP – you’ll end up with a group who are also up for a fight. It sounds like a great way to make sure everyone has a fun experience!

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2026-01-07 16:11