Arc Raiders Confirms Aggression-Based Matchmaking is Real

Arc Raiders Confirms Aggression-Based Matchmaking is Real - Professional coverage

According to Eurogamer.net, Embark Studios has confirmed it has introduced “aggression-based matchmaking” into its popular extraction shooter, Arc Raiders. Executive Patrick Söderlund stated in a recent GamesBeat interview that, for about the last week, the system has been matchmaking players based on how prone they are to PvP versus PvE, on top of the existing skill-based and squad-size parameters. He directly confirmed this is what players have been calling “aggression-based matchmaking.” This follows earlier hints from art director Robert Sammelin about player behavior being a “complex” factor in matchmaking. The change explains why many players felt a sudden shift in opponent behavior recently, with aggressive players facing more aggressive combatants. Arc Raiders was Steam’s top-selling game during the recent holiday period.

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How this probably works

So, how does a game decide if you’re a pacifist or a predator? Söderlund was smartly vague on the specifics, and that’s almost certainly on purpose. The exact metrics are a black box—and they need to be. If players knew the formula, they’d game it instantly. But we can make some educated guesses. It’s likely tracking things like your first engagement distance, frequency of player kills versus AI kills, time spent in “hot” zones, and maybe even your loot composition at extraction. The system isn’t just looking at if you win fights, but how eagerly you start them. It’s a behavioral profile, not just a skill rating.

The trade-offs and challenges

Here’s the thing: this is a brilliant solution to a core tension in extraction shooters, but it’s incredibly hard to get right. The goal is obvious—let PvE-focused players enjoy the tense, looming threat of PvP without constantly getting stomped by hyper-aggressive squads. And let the PvP chads have their thrilling, constant combat. But the line between those playstyles is blurry. What about the player who mostly does PvE but will absolutely ambush you for that rare component? Or the aggressive player who has a few quiet matches? The system has to be fluid. As Söderlund admitted, “Obviously it’s not a full science.” There’s also a risk of creating homogeneous, predictable lobbies that lose the magic of not knowing what you’ll face.

Why this matters now

This confirmation is a big deal because it shows Embark is willing to make bold, systemic changes to refine the player experience, even post-launch. They’re listening to the community chatter and reacting. It also highlights a modern trend in multiplayer design: moving beyond simple skill (MMR) as the sole matchmaking criterion. Behavior and intent are becoming just as important. For a deeper dive into the developers’ thinking, the full GamesBeat interview with Söderlund is worth a read. The big question is, will this make the game more fun for everyone, or will it feel like two separate, simpler games? Only time, and player retention, will tell.

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