Building the Foundations of a Successful Extraction Shooter through Design. (WIP)

I’m a small-time game designer, and I wanted to write this thesis because, honestly, I was let down by the Marathon closed alpha. I think it was missing something key to keeping players invested in an extraction shooter: the player hub, a space to call your own. Somewhere to spend your hard-earned loot, build, upgrade, decorate, something that makes the world feel like it matters outside of the match. Not just menus full of contracts and marketplaces.

I believe you can take almost any shooter and turn it into an extraction game, but only if you include the right foundations. Certain features and systems aren’t optional; they’re what make the genre tick. I could’ve just written a ranty blog post about why I think Marathon is on a rough path, but I figured it’d be more useful (and honestly more fun) to break down what I think extraction shooters need to work… and to last.

So that’s what this is. A look at the core design ideas that make extraction shooters feel good to play and worth sticking with. Games like Escape from Tarkov, DMZ, and The Cycle: Frontier all have their spin, but they share some key stuff that keeps people coming back. This thesis digs into those things, such as player progression, tension and risk, emotional highs and lows, and most of all, why having a meaningful hub outside the action makes a huge difference.

Chapter 1: What Is an Extraction Shooter?

  • Extraction shooters didn’t come out of nowhere. They grew from other types of games, like survival games and tactical shooters.

    Early Ideas

    Games like ARMA and Operation Flashpoint had slow, realistic combat. You had to think before acting. They didn’t have much UI, and getting shot once could kill you. These games were more about survival than fast action.

    Then came DayZ, a mod for ARMA 2. Added zombies, hunger, and gear that you could lose when you died. You had to stay alive and find supplies. The real threat wasn’t just zombies—it was other players. If you died, you lost everything. This was one of the first games where players felt real tension about survival and loot.

    Tarkov Changed the Rules

    Escape from Tarkov came out in 2017. It showed what an extraction shooter could be. You dropped into a raid, found loot, and had to extract alive. If you died, you lost everything you brought and everything you found.

    Tarkov added things like:

    • Realistic guns and armor.

    • Sessions with no clear “win”—just survive and get out.

    • A stash you could upgrade and keep gear in.

    • A mix of AI enemies and real players.

    The game was hard, but it worked. People liked the risk. Every raid felt intense. This is where the genre really started to form.

    The Division and the Dark Zone

    Around the same time, The Division (2016) had something called the Dark Zone. It was a PvPvE area where players could find better loot. But to keep it, they had to extract by calling a helicopter.

    Players could also turn on each other and go “rogue.” This made things risky. Some people teamed up. Others betrayed each other. The Dark Zone showed that extractions, loot, and trust could all mix in interesting ways.

    Other Games Join In

    More games followed. Hunt: Showdown added monster hunting and extractions. The Cycle: Frontier, Vigor, and Marauders added new settings like space or post-apocalyptic zones. These games tried different ideas, but they kept the same core loop: go in, get loot, get out.

    Even big titles like Call of Duty started using extraction mechanics, like in DMZ mode. Marathon, by Bungie, is also being built as an extraction shooter.

    Why It Matters

    Now, “extraction shooter” is its own thing. The basics are simple:

    • You go into a match.

    • You collect gear.

    • You try to leave alive.

    • What you keep becomes part of your stash or progression.

    These games are about tension and choice. Do you take a fight? Do you run? Do you risk better loot for a harder fight?

    The genre works because those choices matter.

    Notable early influences:

    • S.T.A.L.K.E.R. – inspired zone-based exploration and dangerous encounters.

    • DayZ – introduced full-loot PvP/PvE with high tension and survival stakes.

    • Escape from Tarkov (2017) – established many of the modern genre conventions.


  • The gameplay loop in an extraction shooter is always the same at its core. You go in, you try to survive, and you try to get out. What happens in between can change every time, but the loop stays the same.

    There are three main parts:

    1. Infiltration (Going In)

    You pick your gear and load into a map. You might bring a full loadout with good weapons and armor, or go in with almost nothing to avoid big losses. Some players do “scav runs” or low-risk raids to gather supplies.

    When you spawn, you don’t know what’s going to happen. You might run into players fast, or not at all. You might hear gunshots or find a quiet path. The uncertainty is part of the tension.

    2. Scavenging and Surviving (The Middle)

    Once you’re in, your goal is to gather loot—ammo, weapons, healing items, rare gear, or currency. Some items are useful in raids. Others are only useful after you extract. Some can be sold or used to upgrade your base.

    You also have to stay alive. That means:

    • Avoiding fights or picking the right ones.

    • Watching for other players and AI enemies.

    • Managing your health, ammo, and gear.

    At any moment, you could lose everything. One mistake can mean starting over. But the longer you stay, the more loot you might find. That’s the risk.

    3. Extraction (Getting Out)

    You can’t keep any loot unless you extract. Maps have certain exit points. Some are always open. Others are locked or require a key or item.

    Extracting takes time. You often have to stand still or hold a position for several seconds. That makes you vulnerable. Other players know where extract zones are too—they might wait there to ambush you.

    Once you extract, you keep everything you brought out. You can use it, sell it, or store it for later raids.

    Why the Loop Works

    This loop is simple, but it creates tension and choices:

    • Do you leave now, or risk going deeper?

    • Do you take a fight, or hide?

    • Do you extract with what you have, or gamble for more?

    Because of the permanent loss on death, every action matters. That’s what makes extraction shooters different. Winning isn’t about killing the most enemies—it’s about surviving and keeping what you found.

  • Extraction shooters have a few key features that set them apart from other shooters. These features work together to create tension, risk, and long-term goals.

    Full Loot Loss on Death

    If you die in a raid, you lose everything you brought in and everything you picked up. This includes weapons, ammo, gear, and valuable loot. There’s no second chance. This makes every decision in the game feel important. Players think more carefully about when to fight or flee. Gear becomes more than just equipment—it becomes a real investment.

    Player-Driven Risk and Reward

    Players choose how much they want to risk. You can go in with top-tier gear and hope for a big haul, or enter lightly equipped to avoid losing too much. The game doesn’t tell you how to play—your choices shape the outcome. This player freedom makes the game feel more personal and strategic.

    Mix of PvP and PvE

    Most extraction shooters include both real players and AI enemies. You might fight another player over loot, or get caught in a shootout with AI guards. Sometimes both happen at once. The mix of PvP and PvE keeps things unpredictable and adds layers to every raid. You’re never sure what kind of threat is around the next corner.

    Extraction as the End Goal

    The match doesn’t end when you kill someone or complete an objective. It ends when you extract. Extracting means getting to a specific location and surviving long enough to leave. This changes how people play. Some avoid fights to reach extraction safely. Others set up ambushes at extract points. The goal is always to leave alive.

    Persistent Progression Outside Raids

    Outside of raids, players manage their stash, upgrade their base, trade, or craft items. Progress doesn’t reset after every match. What you bring back from raids can be used later. This long-term loop keeps people coming back. Even a failed raid can give you knowledge or supplies that help next time.

    Tension and Uncertainty

    What makes extraction shooters stand out is the constant pressure. You don’t know what’s around the corner. You might lose everything. Every sound could be a threat. This creates a kind of tension that other shooters don’t have. The quiet moments are just as important as the loud ones.

    These features make the genre unique. They encourage slower, smarter play and reward patience, planning, and awareness. Extraction shooters are not about being the fastest or the best shot. They’re about making good choices under pressure.

  • Extraction shooters borrow ideas from other genres but use them in different ways. It’s easy to mix them up with looter shooters, survival games, or battle royales. Here’s how they’re different.

    Not Just a Looter Shooter

    Looter shooters like Destiny 2 or Borderlands give you gear for finishing missions or killing enemies. The gear is part of a reward system. You don’t lose it if you die.

    In extraction shooters, loot isn’t a reward—it’s a risk. You have to survive to keep it. If you die, it’s gone. This changes how players think about loot. It’s not just something you earn. It’s something you fight to protect.

    Not a Battle Royale

    Battle royales like Fortnite or Apex Legends are last-player-standing games. Everyone starts fresh. The goal is to be the final survivor. Once you die, you’re out.

    In extraction shooters, the goal isn’t to be the last one alive. It’s to leave when you choose. You decide when to extract. You can avoid fights and still succeed. Winning means surviving, not outlasting everyone.

    Not a Survival Game

    Survival games like Rust or The Forest focus on staying alive over long periods. You build bases, manage hunger, and live in persistent worlds.

    Extraction shooters are session-based. You drop into a raid, play for a set time, and extract. There are survival elements—like managing health and gear—but it’s not open-ended. The map resets. The world doesn’t stay after you leave.

    Not a Tactical Shooter

    Tactical shooters like Rainbow Six Siege or Counter-Strike focus on team strategy and precise shooting. Rounds are short. Everyone starts with similar loadouts.

    Extraction shooters still care about tactics, but the focus is different. Loadouts vary. Encounters are unscripted. There’s more freedom and more risk. Every fight could cost you your best gear.

    Extraction shooters are their own thing. They take ideas from other genres but mix them into something new. What makes them stand out is the pressure, the choice, and the risk of loss. That’s what gives the genre its identity.

  • Not all extraction shooters follow the same formula. Some stick to the basics, while others try new ideas. The core loop—go in, get loot, get out—stays the same, but how it’s done can vary a lot.

    Session-Based Shooters (The Standard Format)

    This is the most common type. Games like Escape from Tarkov, The Cycle: Frontier, and Marauders use this structure:

    • You load into a map alone or in a team.

    • You scavenge, fight, and extract before time runs out.

    • If you die, you lose your gear.

    These games focus on realism, survival, and high-stakes decisions.

    PvPvE Hybrids

    Some games blend PvP (player vs player) with PvE (player vs environment) in new ways. For example:

    • Hunt: Showdown mixes monster hunting with player conflict. You’re fighting both the AI and other teams, all trying to extract with the bounty.

    • The Division’s Dark Zone has AI patrols and loot spots, but real danger comes from other players going rogue.

    These games add layers by making AI threats part of the risk.

    Light Extraction Modes in Bigger Games

    Some larger franchises now include extraction-style modes:

    • Call of Duty: DMZ lets you explore, loot, and extract, but with more casual gunplay and faster matches.

    • Battlefield 2042: Hazard Zone tried a similar idea, though it didn’t last long.

    These modes are usually easier to get into. They attract players who want the thrill of extraction but not the steep learning curve.

    Experimental and Narrative-Driven Types

    Some newer or upcoming games are trying different angles:

    • Marathon (Bungie) is set to mix extraction mechanics with deep lore and PvP focus. It's built from the ground up as an extraction shooter but may lean more into story and sci-fi style.

    • Arc Raiders was originally a PvE co-op shooter but has shifted toward an extraction-based model, combining exploration with risk-based rewards.

    • Vigor takes a slower, console-friendly approach. It’s less intense than Tarkov, with smaller maps and simpler gear systems, but still uses the extraction loop.

    These games are still figuring out what the genre can be. Some add crafting. Others test new formats or themes.

    Extraction shooters are still growing. Some follow the traditional model. Others push the edges. What they all share is that feeling of risk—gear on the line, tension in every moment, and the reward of making it out alive.

  • The extraction shooter taps into powerful psychological triggers:

    • Loss Aversion: Losing gear feels more painful than gaining it feels good, driving cautious play.

    • Tension and Reward: Few genres create such dramatic pacing arcs and personal triumph moments.

    • Meta-Progression: The hub systems and loot value give players long-term goals, increasing retention.

    “Extraction shooters weaponize tension better than almost any other genre.”
    — Paraphrased from community analysis and streamer discourse

Chapter 2: The Persistent Player Hub — Building Long-Term Engagement

  • The Persistent Player Hub is not just a feature — it's the emotional anchor of an extraction shooter. While the in-match experience provides risk, tension, and reward, the out-of-match systems define progression, long-term goals, and identity. The hub allows players to feel ownership, agency, and investment over time.

    Without a meaningful hub or stash system, the extraction shooter becomes a series of isolated encounters with little reason to return.

  • In extraction shooters, the player hub is what you see and use between raids. It’s not just a menu. It’s where your progress lives. It connects your past raids to your future ones. A well-designed hub keeps players coming back, even after a failed run.

    Here’s what the player hub usually does.

    Stash and Inventory Management

    This is where you store everything you bring out of raids. Weapons, ammo, healing items, keys, loot—it all goes into your stash. Space is limited, so you need to make choices. What do you keep? What do you sell or craft with?

    Good stash design forces players to think about value. It also gives a real sense of progression as your gear builds up over time.

    Loadout Preparation

    Before each raid, you use the hub to gear up. You pick your weapons, armour, items, and sometimes skills or perks. This is when risk vs reward really sets in.

    Do you bring your best gun and risk losing it? Or take something cheap just to grab a few supplies? The hub lets you plan and commit.

    Crafting and Upgrades

    Many games let you build or improve items between raids. You might:

    • Craft ammo, medkits, or gear.

    • Upgrade storage space.

    • Improve health recovery speed.

    • Unlock new weapons or features.

    In Escape from Tarkov, this is the Hideout. In Vigor, it’s your shelter. It makes each raid feel like part of something bigger. Even if you die, the materials you brought back might help you improve your hub.

    Healing and Recovery

    Some games track your health outside of raids. If you get injured, you might need to heal over time or use supplies from your stash. This adds weight to your choices. You can’t just rush into back-to-back raids without thinking.

    Trading and Economy

    Hubs often include shops, traders, or player markets. You can:

    • Sell loot for currency.

    • Buy weapons, ammo, or rare items.

    • Complete trades to unlock new gear.

    In games like Tarkov, each trader has its own levels and loyalty. In other games, it’s simpler, but still lets you turn loot into long-term gain.

    Mission Tracking and Goals

    The hub can also hold quests, missions, or contracts. These give players direction and rewards. They’re especially helpful for new players or those who want something to aim for beyond survival.

    Completing missions can unlock gear, currency, or even story details.

    Visual Progress and Identity

    The hub can reflect your progress. Some games show your upgrades, weapons on racks, or how your shelter looks. This creates a visual reward and personal connection.

    It also lets players feel like they’ve built something. Win or lose, the hub is proof of what they’ve done.

    Why the Hub Matters

    Without the hub, raids would feel like one-off matches. The hub gives meaning to survival. It turns random loot into lasting progress. It gives players something to return to, and something to build on.

    It’s not just a menu. It’s the heart of the game.

  • The hub isn’t just a place to store gear or craft items. It plays a deeper role. It gives players a break from the stress of the game. It also creates a feeling of ownership, safety, and progress.

    A Sense of Safety

    Raids are intense. You can lose everything. The hub is where you breathe. It’s the one space where you can’t die or get ambushed. That makes it important. It gives players a place to regroup, plan, and recover.

    This break between raids is part of the emotional rhythm of the game. Stress, then relief. Risk, then safety. It helps balance the experience.

    A Feeling of Ownership

    Most extraction shooters let you upgrade or customise your hub over time. You’re not just collecting loot—you’re building something that reflects your progress.

    Whether it’s a cleaner shelter in Vigor, a stronger Hideout in Tarkov, or a stash full of rare weapons, the hub becomes yours. You feel attached to it. It’s proof that you’ve survived, earned, and grown.

    This feeling of ownership is strong. Even small upgrades or visual changes matter. They show that your time in the game has meant something.

    Motivation to Keep Playing

    After a failed raid, the hub reminds you that not all progress is lost. Maybe you still have backup gear. Maybe you finished a mission or upgraded a workbench. There’s always something to return to.

    This keeps players engaged. You don’t feel completely defeated. The hub gives you reasons to try again, even after setbacks.

    A Place for Ritual

    Players develop habits around their hub. They check their stash. Heal up. Craft. Sell loot. Pick gear. These actions become a routine. They give structure to the game. Even if the raids are chaotic, the hub is predictable.

    This ritual is comforting. It helps players feel more in control, even in a high-stakes game.

    Why It Matters

    The hub supports more than just gameplay. It supports the player. It’s a mental reset, a sign of progress, and a space that feels personal.

    Without this space, extraction shooters would feel flat or overwhelming. The hub helps turn stress into satisfaction—and that’s why it matters.

  • The player hub helps balance risk and reward. It’s also one of the main reasons players keep coming back. Every item you extract has a use in the hub. That gives your actions meaning. It also gives you something to lose, which adds tension.

    The hub is where long-term goals live. That’s what keeps players invested.

    Turning Risk Into Meaningful Progress

    In most shooters, dying means restarting with no real cost. In extraction shooters, dying means you lose gear, loot, and time. That risk makes players more cautious—but it also makes every win feel more satisfying.

    The hub turns loot into something useful. Whether it’s crafting materials, currency, or quest items, bringing things back helps you:

    • Build new gear

    • Unlock features

    • Expand your stash

    • Heal or recover

    • Advance missions

    This means even small wins feel important. A successful extraction—even with low-value loot—can help you progress.

    Softening the Blow of Failure

    Because death has real consequences, it can also be frustrating. The hub helps reduce this frustration. Even after a failed raid, players can:

    • Use backup gear

    • Craft new items

    • Heal up and try again

    • Work on base upgrades

    • Check trader stock or complete tasks

    This makes failure easier to accept. You might have lost a fight, but you didn’t lose everything. The hub gives you something to fall back on.

    Building Long-Term Goals

    The hub gives players reasons to keep playing. Upgrades take time. Missions need rare items. Some crafting options require special tools or levelled-up workbenches.

    These goals give players something to aim for beyond just surviving raids. It’s not about winning one match—it’s about growing your base, getting better gear, and unlocking more systems.

    Players start thinking ahead:
    “If I extract with this last part, I can finish my med station.”
    “If I level up this trader, I can buy better armour.”

    That forward thinking keeps players engaged.

    Creating a Feedback Loop

    The best hubs create a loop:

    • You go into a raid to gather loot.

    • You bring it back to upgrade or craft.

    • That upgrade makes you stronger or more prepared.

    • You feel ready to go into a tougher raid.

    • The new raid gives you better loot—and the loop continues.

    This loop builds momentum. The more time you spend, the more you want to see your hub improve. That drives retention.

    Why This Works

    The hub connects action with meaning. Without it, extraction shooters would feel like isolated matches. With it, every decision matters—because you know what’s at stake and what you stand to gain.

    Risk makes the game exciting. The hub makes it rewarding.

  • Escape from Tarkov is one of the most detailed and well-known extraction shooters. It also has one of the most developed player hubs. It’s called the Hideout, and it shows how a well-designed hub can support gameplay, emotion, and long-term engagement.

    What the Hideout Is

    The Hideout is a base you upgrade over time. It starts as an empty underground space. As you find materials and progress, you can build different areas: a med station, workbench, shooting range, water filter, Bitcoin farm, and more.

    Each upgrade adds new features, like:

    • Faster healing

    • More stash space

    • Ability to craft rare items

    • Passive income (e.g. Bitcoin generator)

    • Reduced time to recover between raids

    It becomes a living space. It reflects how far you've come.

    How It Connects to the Gameplay Loop

    The Hideout makes every raid feel useful. Even if you don’t extract with top-tier gear, you might bring back screws, wires, fuel, or meds—materials used to upgrade the base.

    This changes how players see loot. Not everything has to be sold or used in combat. Some of it helps build long-term power. It creates a second layer of progression outside of gear and weapons.

    It also changes how you plan raids. Sometimes you enter just to find upgrade parts or complete tasks needed to unlock a new module. This adds variety and purpose to each run.

    How It Shapes Player Emotion

    The Hideout gives a strong sense of personal progress. Tarkov can be punishing. Death is common. But the Hideout softens the loss. Even if you fail in combat, you can still return home and make progress.

    The space itself grows with you. It becomes part of your journey. It offers a feeling of safety and ownership. You don’t just see your success in gear—you see it in the space you’ve built.

    Long-Term Impact on Retention

    Many players keep coming back to Tarkov not just for the raids, but to finish their Hideout upgrades. It becomes a goal in itself.

    Since some upgrades require rare items or high-level traders, it gives players a reason to push deeper into harder raids, take more risks, and keep playing. The Hideout ties together gameplay, economy, and goals. It’s more than background—it’s part of the core loop.

    Why Tarkov’s Hub Works

    Tarkov shows how a good hub:

    • Gives you short-term and long-term goals

    • Softens the impact of loss

    • Makes the game feel personal

    • Turns downtime into progress

    It’s a strong example of what the hub can be in an extraction shooter—not just a menu, but a meaningful space that supports everything the game tries to do.

  • The player hub isn’t just a screen between matches. It’s the heart of the game. It connects every raid to a bigger sense of progress. Without it, extraction shooters would feel hollow—just risk, with no reward beyond loot.

    The hub gives meaning to survival. It turns gear into upgrades. It turns failure into future plans. It gives players space to think, recover, and prepare.

    It also creates rhythm. Intense raids are followed by quiet time in the hub. That balance keeps players from burning out. It gives the game pace and structure.

    The hub also gives the player a sense of place. It’s where their story lives. Weapons on racks, upgraded benches, stacks of loot—these aren’t just visuals. They’re proof of time invested. Players don’t just play the game—they build a life inside it.

    A well-designed hub supports all three pillars of the experience:

    • Gameplay – by helping players prepare, recover, and improve

    • Emotion – by giving players safety, control, and long-term goals

    • Retention – by turning short sessions into long-term progress

    So while the action happens in the raid, the hub is where it all comes together. It’s not just a menu. It’s what makes the game worth playing.

Chapter 3: Risk-Reward Economy — Designing Tension Through Stakes.

  • Extraction shooters are built around risk. That’s what sets them apart. In most shooters, dying doesn’t really matter. You respawn. You try again. In an extraction shooter, dying means you lose everything you brought with you—and everything you picked up.

    This creates real tension. Every decision matters. Do you push for more loot, or leave early with what you have? Do you fight another player, or avoid them and stay quiet? The risk makes every moment feel important.

    That sense of danger is what defines the genre. It’s not just about winning fights. It’s about surviving. Getting out alive becomes the main goal. That changes how players act, plan, and think.

    Why Stakes Matter

    Without the risk of loss, there’s no reason to be careful. Players would rush into fights, loot everything, and reset without a second thought. The tension would be gone.

    Stakes slow the game down—in a good way. They make players think more and feel more. When you find something rare, it’s exciting. When you escape with it, it’s a relief. When you die and lose it, it stings. That’s what makes the game stick with you.

  • At the core of every extraction shooter is a simple but powerful loop: you enter a raid, take risks, collect loot, and try to get out alive. If you succeed, you get rewards that can help you progress. If you fail, you lose what you brought in—and what you found.

    This loop is what makes the genre work. It builds tension, creates excitement, and keeps players coming back.

    Step 1: Preparing for the Raid

    Before a raid, players make choices. What gear to bring, how much to carry, which route to take. These decisions matter. The better your gear, the better your chances—but the more you stand to lose if you die.

    This is where risk starts. You're not just playing a match. You’re putting something on the line.

    Step 2: The Raid Itself

    Once inside, the pressure builds. You’re not just fighting enemies or other players—you’re constantly weighing the risk. Do you go deeper to find better loot? Do you help a teammate or stay hidden? Do you avoid a fight or go for the kill?

    Every moment is a gamble. That’s what gives the genre its edge.

    Step 3: Extraction

    The raid doesn’t end until you extract. Even if your bag is full of rare gear, it means nothing unless you get out. Extraction points are usually risky, often camped, and full of tension. You’re at your most vulnerable just when you have the most to lose.

    This final step adds weight to every raid. The game doesn’t reward aggression alone—it rewards survival.

    Step 4: After the Raid

    If you succeed, you bring your loot back to the hub. You can sell it, craft with it, upgrade your base, or prepare for the next run. This is the reward side of the loop. Your effort paid off. You feel relief, satisfaction, and progress.

    If you fail, it still matters. Maybe you learned something. Maybe you scouted a good loot spot. The setback hurts—but it’s also part of the story. The hub helps soften that loss and gives you tools to bounce back.

    Why the Loop Works

    This loop taps into basic human behaviour. We’re drawn to challenge, but we also want progress. Extraction shooters give us both—risk and reward, danger and safety.

    The highs are higher because the lows exist. The wins feel better because they weren’t guaranteed.

    Conclusion

    The loop of risk and reward is what makes extraction shooters unique. It’s not just about getting stronger or getting kills. It’s about surviving, making choices, and feeling the weight of those choices.

    This loop creates stories. It builds tension. And it keeps players playing—not for the next fight, but for the next escape.

  • A. Gear Loss

    • Core to the genre. If you die, everything you brought and everything you found is lost.

    • Drives "gear fear" — anxiety around risking high-value equipment.

    • Also enables low-gear strategies, where players go in with minimal gear and aim to scavenge (e.g., Tarkov’s “rat runs”).

    B. Time Pressure

    • Maps often have timers or dynamic threats (storms, radiation, AI escalation).

    • Staying longer = better loot opportunities, but higher risk of player encounters or extraction denial.

    C. Opponent Skill

    • PvP in extraction shooters is brutal; a skilled player with lower-tier gear can still win.

    • Risk is not just tied to gear but to player unpredictability and human error.

  • A. Tangible Rewards

    • Loot: Weapons, attachments, consumables, barter items.

    • Currency: Sell loot for money to fund future raids.

    • Crafting Materials: For upgrades or rare item production.

    • Keys/Access Items: Enable access to locked high-tier zones in future raids.

    B. Intangible Rewards

    • Satisfaction: The emotional payoff of a successful extract is deeply rewarding.

    • Progression: Completing faction tasks or upgrading the player hub.

    • Status: Streamers and players often flex rare gear or top-tier builds as status symbols.

  • The in-game economy is one of the most important parts of an extraction shooter. It gives value to loot, shapes player behaviour, and helps define the game’s pacing.

    Loot is more than just stuff to collect. It’s the reason you take risks. The economy turns items into goals—and those goals into motivation.

    Rarity Creates Meaning

    Not all loot is equal. Some items are common. Others are rare. That difference is what creates value.

    When you find a rare item, it means something. You might be tempted to leave the raid early just to protect it. That tension—between staying or leaving—is a direct result of the loot economy.

    The more rare and useful the item, the more risk players will take to secure it. And when they lose it, the loss hurts more. This is what drives emotional highs and lows in the game.

    Functional vs. Trade Value

    Some items are useful in raids—like weapons, armour, or healing items. Others might not be useful in combat but are worth a lot when sold or traded. Some are used to craft gear or upgrade your base. These layers give players different reasons to collect different things.

    For example:

    • Functional items help you survive future raids.

    • Valuable trade goods give you money to buy better gear.

    • Crafting components help with long-term upgrades.

    • Quest items unlock missions, levels, or new gear.

    This mix makes loot feel more complex than just “grab and sell.” Players think about what to keep, what to use, and what to risk.

    Weight and Space Add Strategy

    In many games, your inventory has limits—by size, weight, or both. This forces players to make hard choices.

    Do you take one big, rare item or lots of small useful ones? Do you carry more gear or more loot? These limits make the economy more interesting and more personal. It’s not just what you loot—it’s what you choose to take out.

    Dynamic Pricing and Scarcity

    Some games change prices or loot spawns over time. This keeps the economy fresh and unpredictable. A common item in one season might become rare in another. This makes players adapt their strategies.

    Dynamic economies can also respond to player behaviour. If everyone starts hoarding fuel, it might become harder to find—or more expensive to buy. This creates a living, breathing system.

    Loot Drives Conflict

    Loot isn’t just about value. It’s what creates tension between players. If a location is known to have rare loot, people will go there. That increases the chance of conflict. This is how the economy shapes the flow of raids.

    When players hear gunshots near a high-value area, they know why. The economy puts pressure on the map. It creates hotspots and danger zones.

    Conclusion

    A good loot economy does more than set prices. It shapes how players act, where they go, what they value, and how much risk they’re willing to take.

    Rarity gives loot meaning. Value gives loot power. Together, they turn simple items into real goals—and turn raids into stories worth telling.

  • In any game with an economy, you need ways to balance how resources move in and out. Without this, players would eventually hoard too much gear or money, and the challenge would disappear. This is where sinks and soft controls come in.

    These systems help keep the game balanced. They make sure players don’t get too rich too fast—and give them reasons to keep playing.

    What Are Sinks?

    A sink is anything that removes resources from the game.

    For example:

    • Repairing gear costs money or materials.

    • Crafting uses up rare components.

    • Medical stations need fuel or supplies to run.

    • Traders might charge fees or taxes.

    These systems take loot or currency out of circulation. That helps keep prices stable and rare items valuable.

    If players could keep every item forever, they’d quickly stop caring about loot. Sinks keep them hungry. They create demand, which keeps the economy moving.

    What Are Soft Controls?

    Soft controls are systems that guide player behaviour without forcing it. They don’t block players—but they influence their choices.

    Some examples:

    • Insurance systems: Let players pay a fee to get gear back if they die. It softens the risk but costs money.

    • Weight limits: Make players choose what to carry out.

    • Durability: Makes powerful gear wear down over time.

    • Progression locks: Some items only become usable when you level up a skill, faction, or base module.

    Soft controls shape how players approach the game. They add friction—not to punish players, but to slow down runaway progress and keep decisions interesting.

    Why These Systems Matter

    Without sinks or controls, the game’s economy breaks. If everyone has the best gear all the time, there's no reason to loot, trade, or take risks.

    But if everything feels too punishing, players get frustrated. Good game design uses both hard costs (like money sinks) and soft pressures (like limited stash space) to keep the economy healthy and the experience balanced.

    These systems also increase variety. Players with fewer resources will play more cautiously. Those with a lot might take more risks. That mix creates better stories and more unpredictable raids.

    Examples from Existing Games

    • Escape from Tarkov has weapon durability, stash limits, crafting sinks, and flea market taxes.

    • The Cycle: Frontier uses gear insurance, weight management, and repair costs.

    • Dark and Darker has inventory limits and class-based restrictions that push different player behaviours.

    • The Division: Dark Zone makes loot unusable until it’s extracted, adding soft pressure to leave early or play conservatively.

    Each system adds tension. Each one adds weight to player choices.

    Conclusion

    Sinks and soft controls are invisible but essential. They shape how players interact with the economy. They make progress feel earned and survival feel meaningful.

    Without them, loot loses value. With them, every choice counts.

  • A strong economy is key to a good extraction shooter. But it only works if it's balanced. If loot becomes too common or money becomes too easy to get, players stop feeling the pressure. If it’s too harsh, people get frustrated and quit.

    Balancing the economy means finding the right mix of reward, risk, and effort. Players should feel like they’re always working toward something—but never feel completely safe or unstoppable.

    Avoiding Inflation

    In games, inflation happens when there’s too much loot or money in the system. When everyone has high-end gear and piles of cash, the value of loot drops. Players stop caring about items they used to fight for.

    To avoid this:

    • Limit how much loot drops, especially high-value items.

    • Use sinks to pull gear and money back out (e.g. repairs, fees, crafting costs).

    • Scale rewards so early tasks pay less, and harder content pays more.

    The goal is to keep items feeling valuable, without making them impossible to find.

    Avoiding Stagnation

    On the other hand, if progress is too slow, players get stuck. They die too often, lose too much gear, and never feel like they’re moving forward.

    To avoid this:

    • Give players low-risk ways to earn money or gear early on.

    • Let them craft or trade to build back up after a loss.

    • Add progression systems that continue even when raids go badly.

    Even small wins help keep people playing. A balanced economy lets players recover, but not instantly.

    Managing Power Creep

    As players get stronger, the game needs to stay challenging. If top-tier gear becomes too common or too powerful, lower-level players can’t compete. This causes imbalance in PvP and ruins tension in PvE.

    To manage this:

    • Introduce gear degradation or maintenance costs.

    • Make end-game items rare and risky to use.

    • Use matchmaking systems or gear score limits to group similar players together.

    • Make lower-tier gear viable, so skill still matters.

    Keeping power levels in check helps ensure long-term balance.

    Dynamic Systems

    Some games use dynamic systems to help balance the economy on the fly. These systems respond to player behaviour:

    • If too many people hoard a rare item, the spawn rate drops.

    • If the market gets flooded with cash, prices rise.

    • If no one can afford upgrades, rewards might increase slightly.

    These tools help devs keep the game fair and exciting over time.

    Community and Player Impact

    Players will always look for the fastest way to make money or loot. They’ll break the economy if you let them. That’s why ongoing balance updates are important.

    • Watch player behaviour.

    • Patch broken strategies quickly.

    • Use community feedback to spot problems early.

    A living economy needs active maintenance.

  • The genre’s emotional power comes from what’s at stake. Players don't just want to win — they want their victory to mean something. Risk-reward mechanics ensure every decision matters, every mistake is costly, and every successful extraction feels like a personal triumph.

    “You don’t remember the fights you won with your best gear. You remember the fights where you won with nothing.”

Chapter 4: Environmental and Encounter Design — Crafting a Hostile Sandbox.

  • In most shooters, the map is just a backdrop. It's there to look nice or offer a few lanes for fights. But in an extraction shooter, the environment isn’t just set dressing—it’s part of the fight. It’s another opponent. And it doesn’t care if you’re ready.

    Every step you take in an extraction map comes with a bit of uncertainty. What’s around that corner? Is someone watching that ridge? Is it worth checking that warehouse, or should you just get out with what you’ve got?

    It’s not just about the people you’re fighting. It’s about the world itself—the fog, the lighting, the sound of distant gunfire. The way your heart rate spikes when you hear footsteps above you, and you’re not sure if they heard yours.

    This isn’t just about making things “atmospheric.” It’s about pressure. Good extraction shooters use the environment to push players into making hard calls. You’re always weighing your options: take the long safe route or the risky shortcut? Go loud and clear a building, or sneak past and hope for the best?

    The Map Shapes the Match

    The environment sets the pace. It decides where the high-value loot is, where the choke points are, where players are likely to run into each other. It creates flow—without needing any scripted moments. The tension builds naturally, just from how the space is laid out.

    Dark areas, tight corridors, open fields—all of it changes how you move, what gear you bring, and how you plan your route. A map with a storm system or a day-night cycle adds even more pressure. Suddenly, your decisions aren't just about combat—they're about survival.

    Non-Player Threats

    The world fights back in other ways too. AI enemies, environmental hazards, radiation zones, wild animals, even simple hunger or injury systems—these all make the world feel dangerous even when no other players are nearby.

    This matters because it keeps players on edge. You’re never safe, even if you haven’t seen anyone for ten minutes. And that’s the point. You’re supposed to feel like anything can go wrong at any time.

    Why It Matters

    When the environment is an active threat, every decision feels more important. You’re not just fighting players—you’re fighting time, exposure, sound, and space. That’s what sets extraction shooters apart. The best ones turn every raid into a story, even if you don’t fire a single shot.

    It’s not just about how you fight. It’s about how you move, what you carry, where you go, and when you leave. And most of that is shaped by the world itself.

  • Designing a good map in an extraction shooter isn’t just about making it look nice or big. It’s about how it feels to move through. A strong map adds tension, tells a story, and makes players think. Every space should make you ask: Is it worth going in? or What’s the risk if I do?

    Here are some of the key ideas that make environmental design work in this genre.

    Line of Sight and Sound

    You shouldn’t always be able to see what’s coming. Long sightlines are great for snipers, but they need to be balanced with tight spaces and corners where close-range weapons shine. Sound plays a big part here too—creaking wood, gravel under boots, distant gunfire. Players listen almost as much as they look, and the map should play into that.

    A well-placed doorway or vent can make a space feel ten times more stressful, just because you don’t know what’s behind it. Good sound design and clever architecture work hand-in-hand.

    Choke Points and Open Spaces

    Maps should have natural pressure points—places where players are likely to run into each other. That could be a high-value loot zone, a major exit, or a narrow corridor that’s the fastest path out. These spots become hotspots for conflict.

    But too many choke points can make the game feel like a deathmatch. There needs to be a balance with quieter routes—longer, safer paths that take more time but reduce the risk. Giving players choices is what makes the tension real.

    Verticality and Layering

    Flat maps are boring. Good extraction maps have vertical layers—basements, rooftops, ladders, hidden holes, towers. Verticality adds surprise. It also gives smart players more ways to approach or escape fights.

    When you can hear someone above you, but you don’t know how many floors up they are, that’s tension you can’t fake.

    Environmental Storytelling

    The world should feel lived-in—or in some cases, recently abandoned. Broken doors, blood trails, spent shells, open crates… all of it makes the space feel like other players have been there, or like something went wrong. That kind of passive storytelling makes raids feel more personal.

    It’s not just about lore. These details give players context. They help you read the environment, even without a map marker.

    Loot Placement and Risk Zones

    Loot shouldn’t just be everywhere. It should be placed in a way that encourages tough decisions. High-tier loot might be deep inside dangerous areas or near common extraction points. That forces players to weigh the value of what they’re going after with the risk of being seen, trapped, or killed.

    Scattering lower-value loot in less risky zones gives players a way to gear up slowly or rebuild after a loss.

    Conclusion

    Environmental design isn’t just about visuals. It’s about control. The map is a game system. It guides movement, creates conflict, and builds tension without saying a word. When done right, it turns every raid into a story—even if no one ever shoots.

  • One of the most defining parts of extraction shooters is that you’re not just up against other players. The game world itself fights back. AI enemies, wildlife, traps, environmental hazards—they all play a role. This blend of player-versus-player (PvP) and player-versus-environment (PvE) makes every encounter feel less predictable. And that’s a good thing.

    PvPvE means every decision has more weight. You’re not just scanning for enemy players—you’re also watching for roaming AI or guarding your back while taking down NPCs. It keeps you on edge. The world feels alive.

    Making AI Matter

    AI enemies shouldn’t just be there to waste your ammo. They need to be threatening enough to change your plans. Good PvE design forces you to adapt:

    • Maybe a squad of guards blocks the building you need to get into.

    • Maybe shooting them alerts other players nearby.

    • Maybe sneaking past them slows you down, making your extraction riskier.

    Smart AI doesn’t need to be super realistic. It just needs to be responsive enough to pressure you. If players can ignore them completely or farm them mindlessly, that pressure vanishes.

    Timing and Disruption

    A great use of PvE is to interrupt the usual flow. For example:

    • A roaming boss shows up while you’re mid-fight with another team.

    • AI patrols cut off a route you’ve used every run.

    • A triggered alarm causes waves of NPCs to flood the area, forcing you to escape or bunker down.

    These moments create chaos—but in a good way. They stop players from relying on muscle memory or fixed routines.

    Risk Adds Value

    The more risk involved in getting through AI encounters, the more rewarding it feels. If high-value loot is deep in enemy territory, or a tough boss holds the key to a locked crate, players will weigh up whether it’s worth it. This adds layers to the gameplay loop.

    Just like with PvP, the goal isn’t to always win—it’s to create memorable tension. PvE challenges help do that without needing a player behind every trigger.

    Encouraging Player Interaction

    PvE also plays a sneaky role in getting players to engage with each other—directly or indirectly. For example:

    • A loud NPC fight might give away your position.

    • Another team might hear gunshots and come to investigate.

    • You might choose to let another player fight AI enemies, then swoop in when they’re weak.

    The best PvPvE designs use AI as a tool to stir the pot. They don’t just exist separately from the players—they push them into making harder, faster, or riskier choices.

  • In an extraction shooter, sound isn’t just background noise—it’s a key part of how players make decisions. Good sound design gives you information, but it also messes with your head. The creak of a floorboard, distant gunfire, or a branch snapping in the woods can make your heart rate spike. You don’t know who it was or where they are, but now you’re holding your breath, trying not to give yourself away.

    That’s the power of sound. It tells you just enough to be scared of what you don’t know.

    Giving Players Clues

    Sound gives you info that the game never shows on screen. You hear someone sprinting, and you know they’re either in a hurry or not worried about being heard. You hear slow footsteps, and now you’re more alert—because they’re trying to be careful. Reloading, healing, opening a door—it all gives away intent.

    A smart player listens as much as they look. They use sound to track people, ambush them, or avoid fights entirely. But that only works if the game gives them reliable, directional audio. If the sound is muddy or inconsistent, the whole system falls apart.

    Creating Tension

    Silence is just as important. Long stretches where nothing happens make every sudden noise hit harder. When a match has quiet moments, even the smallest sound becomes a threat. That’s what builds tension—not just loud music or action, but space to breathe.

    A well-designed soundscape turns a simple hallway into a nerve-racking moment. You hear something… but was it above you? Behind a wall? Are they camping the corner, or did they move on?

    That uncertainty is what makes extraction shooters feel different from other PvP games. You're not just reacting—you’re anticipating.

    Every Sound Has a Purpose

    Good sound design should be intentional. Surfaces should sound different—metal stairs, gravel paths, wooden floors. Guns should echo depending on the environment. Rain should mask footsteps. Distance should affect clarity. Nothing should feel random or purely aesthetic.

    When players know what to listen for, they start building mental maps in real time. They remember, “That spot echoes,” or “I can crouch here to stay quiet.” It becomes part of how they play.

    Fear Without Enemies

    Sometimes, you don’t need a single enemy nearby to feel terrified. Just the sound of wind blowing through broken glass, or water dripping in a dark bunker, can set the mood. Environmental soundscapes do a lot of the emotional heavy lifting. They remind you that you’re alone—and vulnerable.

    That’s why sound design isn’t just a technical thing. It’s emotional. It makes you nervous, overthink things, or panic and give away your position. It pulls you into the world and keeps you there.

  • One of the things that makes a good extraction shooter stand out is unpredictability. If every raid plays out the same way, players get bored fast. Dynamic systems solve that. These are the tools developers use to keep the game world changing—things like shifting weather, moving AI patrols, changing loot spawns, or randomised events. The goal is simple: keep players guessing.

    You don’t want players to feel like they’re solving a puzzle. You want them to feel like they’re surviving something that could go wrong at any moment.

    Randomised Elements

    The most basic dynamic system is randomisation. Loot locations change. AI spawn points move. Bosses don’t always show up in the same place. This forces players to adapt. It stops them from speed-running the same path every raid.

    Even small changes—like different locked rooms needing different keys each time—can shake things up. If you always know where the best gear is, you stop exploring. Randomisation brings back risk and discovery.

    Weather and Time of Day

    Dynamic weather isn’t just for looks. Rain makes it harder to hear footsteps but easier to mask your own. Fog limits visibility, changing how players move. A night raid makes flashlights essential but also gives away your position.

    Letting players choose between conditions—or surprising them with sudden changes mid-match—adds variety. It also makes gear choices more meaningful. Do you bring night vision, or save the money and risk going in blind?

    These changes don’t need to be constant. Just enough to break routine and create moments you remember.

    AI That Reacts

    Static AI is easy to work around. If enemies patrol the same route, players learn when to sneak past or when to pick them off. But if the AI changes behaviour—responds to gunshots, flanks, sets off alarms, or reinforces other squads—it makes every run feel more alive.

    Even better is AI that reacts differently based on the time in the raid. Maybe they get more aggressive the longer you stay. Maybe they’re passive until provoked. These systems turn the world into more than just a backdrop—it’s now pushing back.

    Dynamic Objectives and Events

    Timed events or random mission elements also add life to the world. Things like:

    • A helicopter crash that spawns high-tier loot—but only for five minutes.

    • A supply drop that forces players into the open.

    • A power station that, once activated, opens locked doors in another part of the map.

    These systems give players optional goals beyond “loot and leave.” They create short-term risk for long-term gain. And more importantly, they give different players different motivations, which leads to more interesting encounters.

    Creating Organic Stories

    The biggest benefit of dynamic systems is that they create stories you can’t script. Maybe you were planning to sneak into a building, but a storm rolled in and masked your footsteps, letting you slip past a squad. Or maybe you chased a boss for his gear, only to get ambushed by a team hiding in the fog.

    These are the moments players talk about. Not because they were designed beat-for-beat, but because the systems gave them space to happen naturally.

  • In most shooters, the map is just a place where fights happen. In extraction shooters, the map is part of the fight. It isn’t just there to be walked through—it’s working against you. It hides threats, it shifts around you, it forces decisions. It pressures you just as much as the people with guns do.

    That’s what sets this genre apart.

    Every footstep could give you away. Every shadow could be hiding someone. Even when it’s quiet, the world still has weight. The longer you stay in it, the more it presses in. Not through timers or flashy events, but through atmosphere, sound, and unpredictability. It wears you down—not by being unfair, but by making you unsure.

    This is where extraction shooters get their tension from. Not just from combat, but from the fear that something might go wrong. You plan, you adjust, you listen for threats, and you still never feel totally safe.

    And that’s the point.

    When the world feels alive, players stop treating it like a game level. They treat it like a real place. That changes how they move, how they make choices, and how they remember their experiences. Whether it’s through smart AI, unpredictable weather, brutal sound design, or just good map layout, the environment becomes another player in the match.

    So if you're building an extraction shooter, treat the world like a weapon. Not just in how it looks—but in how it acts. Make it unpredictable. Make it unfair sometimes. Make players respect it. Because once they do, they'll play differently.

    They’ll play like they’re surviving.