Starting this as a general thread to discuss the blossoming trend of “extraction” games, particularly extraction shooters.
I have yet to play any that have held my attention beyond the initial novelty, and I’m trying to articulate why (and having some trouble, so hopefully starting this thread helps). With the recent release of Marathon and the high popularity of Arc Raiders, this pattern of game design seems to be entering into a peak.
I think what I don’t like about this category is the environment it creates for players, but on paper it feels like I should like it. It sounds like it should be interesting - there are more vectors for “success” than your traditional deathmatch or objective-based game. But I’m not someone who enjoys interacting with strangers in games in the way these games seem to want me to. I’ll admit that it is interesting from an outside perspective for every player to have proximity-based voice chat, but I’m someone who really appreciates the ability to feel able to limit how strangers can interact with me in a game.
Of course, plenty of games have voice chat, but in this wave of extraction shooters the proximity chat seems to be a cornerstone of the game’s design and its appeal. You really aren’t missing anything by muting a CoD or Halo lobby/team gameplay-wise unless you really like talking with strangers, but in Arc or Marathon the games’ more open-ended objectives lean on communication as a way to justify them (imo - I’m being sure to put imo here because I’m entering into stupid take territory).
It should be more interesting for there to be more to do than just kill each other, capture the flag, or be the last person standing, but nothing compels me to play these extraction games. Playing the game asocially isn’t engaging either. I find myself just hauling back junk so I can haul back more junk so I can haul back more junk. There is an element of danger and tension in losing your resources, except I don’t really care about any of these resources. In the extraction shooter, it feels like I’m just bringing back numbers to fill a bar so I can unlock another bar to fill. Lots of games have this at their core, but I find other interesting things to do in them.
Monster Hunter is certainly not an extraction shooter, but it shares some DNA in the form of the limited inventory and the concept of bringing back loot that essentially “fills a bar.” In MH, the monsters (or quest objectives) are the gate by which valuable resources are dropped, though the entire environment is filled with other collection points. Your goal is to complete a quest so that you can get those rewards. Get in, survive, get out (often getting out is automatically done after killing a monster), upgrade, go back in. It sounds a lot like Arc or Marathon, except I have put way too much of my time into Monster Hunter and am not expecting to play more of the shooters.
I think the why comes down to the ambiguous nature of the multiplayer. MH also has multiplayer, but you can only play co-operatively. You can bring co-operative teammates with you into extraction shooters (and for those unaware, these extraction shooters include numerous mob-type enemies that are AI-controlled like in a pure PvE game), but by the nature of the game other players who can hurt you are also there.
It seems that a lot of the appeal of these games are what you make of it. Do you want to fight players, help players, go it alone, be stealthy, be loud, etc. But personally, I find that mixing all of those playstyles into one place makes me less likely to play. I really don’t know why. Maybe it’s overwhelming? I’m still noodling on that.
Curious about the underscore’s thoughts on this. ![]()