Arc Raiders is experimenting with a new matchmaking approach that the developer describes as aggression-based. In a GamesBeat interview with Embark CEO Patrick Söderlund, the team explained that the game isn't primarily about shooting other players, even though PvP is available. The PvP elements are intended to add tension rather than define the core loop, and the game's overall vibe has been pitched as slightly more relaxed than many peers in the extraction shooter space.
According to Söderlund, the matchmaking system goes beyond skill by taking into account how prone a player is to PvP versus PvE. "We introduced a system where we also matchmake based on how prone you are to PvP or PvE. So if your preference is to do PvE and you have less conflict with players … you'll get more matched up [with that sort of play]. Obviously, it's not a full science."
While the exact metrics and weighting remain undisclosed, the general idea is to pair more peaceful players together and keep aggressive players from always rushing into early confrontations—at least in a strict sense. The on-record caveat is that it's not a perfect science, and it's still early days for Arc Raiders' live matchmaking. The system raises questions about how reactive the matchmaking can be and whether pacifist play could result in lobbies packed with players who avoid conflict. Nevertheless, the concept signals a broader experimentation with playstyle-informed matchmaking in multiplayer shooters.
Industry observers have noted that the approach could influence tension in encounters and the genre's experimentation with playstyle-based matchmaking. If aggression-based matchmaking works too well, it could erode the moment-to-moment read on a stranger's intent, but it could also steer players toward healthier behavior by reducing toxic clustering. The PCGamer report frames Söderlund's remarks in the context of the game's design goals and the broader trend in shooters.
Arc Raiders has earned praise for its comparatively chill tone relative to other extraction shooters, and this new system marks a deliberate attempt to balance accessibility with tension. Time will tell how the matchmaking design affects long-term balance, player satisfaction, and the evolution of multiplayer design in the genre.