Why Most Studios Struggle to Make a Successful Extraction Shooter

Extraction Shooters: Asbab-e-Nakami

Extraction shooters maqbool ho rahay hain, lekin aksar developers sahi formula nahi bana paatay. Janain yeh kyun ghalat hotay hain aur kuch sahi kaise kar rahay hain.

Eliza Crichton-Stuart

Eliza Crichton-Stuart

اپ ڈیٹ کیا گیا Feb 5, 2026

Why Most Studios Struggle to Make a Successful Extraction Shooter

Extraction shooters ka ek naya daur chal raha hai. Escape from Tarkov jaisay games ne baray cult followings banaye hain aur Arc Raiders jaisay naye games ne bhi dilchaspi paida ki hai, yeh koi hairat ki baat nahi hai ke mazeed studios is mein hissa lena chahti hain. Lekin barhti hui dilchaspi ke bawajood, is genre mein qadam rakhnay ki aksar koshishain nakam ho jati hain - kabhi kabhi to early access ya closed beta se bahar nikalnay se pehle hi.

Haqeeqat yeh hai ke extraction shooters banana mushkil hai. Bohat mushkil. Aur bohat se developers is gehrai, planning, aur risk-taking ko kam samjhte hain jo ek aisi game bananay ke liye zaroori hai jo darhaqeeqat kaam karay.

Why Most Studios Struggle to Make a Successful Extraction Shooter

Extraction Shooters Aksar Nakami Ka Shikar Kyun Hotay Hain?

Ek Aisa Genre Jo AAA Design Ke Sath Nahi Chalta

Apne buniyadi tor par, extraction shooters uss cheez ke khilaaf jatay hain jisay baray studios ne saalon se behtar bananay mein lagaya hai. Modern AAA design accessibility, constant progression, aur frustration se bachnay ke baray mein hai - lekin extraction shooters tension, unpredictability, aur meaningful failure par phaltay hain. Yeh akela hi ek barha disconnect paida karta hai.

Yeh genre ek saada loop ke gird bana hai: andar jao, loot karo, zinda raho, extract ho jao - ya sab kuch kho do. Wahan sab se ahem lafz "kho do" hai. Apne gear khonay ka khauf hi in games ko unki tezi deta hai. Uske baghair, koi tension nahi hai, aur tension ke baghair, aap looter-shooter ya battle royale khel rahe honay ke barabar hain.

Bohat se games is baat ko bilkul miss kar jatay hain. Misal ke tor par Call of Duty ka DMZ mode lein. Iska ek cool premise aur kuch smart ideas thay, lekin stakes lagbhag na-hazoori thay. Agar marne se sirf ek bandook aur kuch minute ka waqt kharch hota hai, to alag tarah se khelne ki koi wajah nahi hai - parwah karne ki koi wajah nahi hai. Yeh casual players ke liye theek hai, lekin extraction shooter ke kaam karne ke liye, nuksan ko ehmiyat rakhni chahiye.

Call of Duty DMZ Mode

Call of Duty

Risk Aur Reward Ko Dard Kyun Dena Parta Hai (Achay Tareeqay Se)

Extraction shooters ko kya khaas banata hai woh ehsas hai ke har faisla aapke run ko bana ya bigar sakta hai. Kya aap map ke doosri taraf baray loot ke peeche bhagenge, ya mehfooz khel kar jaldi nikal jayenge? Kya aap us random player par bharosa karenge jo aapko flashlight dikha raha hai, ya pehle goli chalayenge aur baad mein sawalat puchenge?

Yeh lamhay tabhi kaam karte hain jab nateejay haqeeqi hon. Woh games jo apni koshishon mein susti karti hain - ya to nuksan ko kam kar ke ya bohat ziyada madad de kar - flat mehsoos hoti hain. Aapko highs aur lows mehsoos karne ki zaroorat hai. Isi liye Tarkov ab bhi apni tamam masail ke bawajood numayan hai. Jab aap baray stakes wale raid se bhari hui backpack ke sath zinda nikalte hain, to yeh ek haqeeqi jeet mehsoos hoti hai. Jab aap run ke paanch second mein mar jatay hain aur ghanton ka gear kho dete hain, to yeh chubhta hai - lekin aap khelte rehte hain, kyun ke payoff iske qabil hai.

Escape From Tarkov

Escape From Tarkov

Players Ko Wapas Aane Ki Wajah Chahiye

Risk jitna ehmiyat rakhta hai, utni hi ehmiyat purpose ki bhi hai. Achay extraction shooters sirf aapko ek map mein nahi phenk dete aur yeh umeed nahi karte ke woh kaafi hoga. Structure ki zaroorat hai - kuch aisa jis ke liye kaam kiya ja sakay. Chahe woh quests hon, narrative beats hon, ya player-driven goals hon, aapke gear ko risk karne ki koi wajah honi chahiye sirf loot hasil karne ke ilawa.

Wahan games jaisay Marathon mark miss karti nazar aati hain. Ab tak dikhayi gayi har cheez ki buniyad par, iske maps khali lagte hain, iske objectives wazeh nahi hain, aur duniya zinda nahi lagti. Jagah ya progression ke us ehsas ke baghair, players sirf chakkar laga rahe hain - aur jab aapko pata hi nahi hai ke aap kis cheez ke liye kaam kar rahe hain to invested rehna mushkil hai. Is baat ko bhi shamil kar lein ke yeh sirf teen maps aur koi ranked mode ke sath launch ho raha hai, to yeh dekhna aasan hai ke bohat se players skeptical kyun hain.

Iska muqabla Tarkov jaisay kisi cheez se karein, jahan sirf maps seekhnay mein darjanon ghantay lag jatay hain, ya Arc Raiders, jo - bahar se dekhnay walay ke liye - player-driven stories aur in-game interaction ki ehmiyat ko samajhta nazar aata hai. VOIP ka istemal, third-person perspective, aur zyada approachable gameplay style dikhata hai ke yeh kuch naya karne ki koshish kar raha hai jabke abhi bhi genre ki roots ka lihaz kar raha hai.

Marathon

Marathon

Yeh Casual Genre Nahi Hai - Aur Yeh Theek Hai

Sab se baray traps mein se ek jin mein developers phanstay hain woh hai extraction shooters ko sab ke liye appeal karne ki koshish karna. Lekin yeh genre casual hone ke liye nahi hai. Yeh aasan hone ke liye nahi hai. Woh players jo extraction shooters pasand karte hain woh challenge, friction, aur aise systems chahte hain jo foran wazeh na hon. Tasalli isay samajhnay, zinda rehne, aur trial and error ke zariye seekhnay mein milti hai.

Jab studios aik barhay audience tak pohnchnay ki umeed mein usay kamzor karte hain, to woh us cheez ko kho dete hain jo genre ko pehli jagah compelling banati hai. Tez raftaar shooters ke liye pehle se hi aik barha market hai jahan kam downtime hota hai. Agar koi studio extraction shooters ko mukhtalif banane wali cheezon - tension, nuksan, seekhnay ka curve - mein jhuknay ke liye tayyar nahi hai - to unke liye kuch aur banana behtar ho sakta hai.

Arc Raiders ke baray mein kya qabil-e-tareef hai woh yeh hai ke yeh woh darmiyani raasta dhoondta nazar aata hai. Yeh aik zyada streamlined experience pesh karta hai jabke us cheez ko qurban kiye baghair jo ehmiyat rakhti hai: challenge, atmosphere, aur emergent gameplay. Yeh sab ke liye nahi ho sakta hai, lekin yeh janta hai ke yeh kis ke liye hai - aur yeh buniyadi hai.

Arc Raiders

Arc Raiders

Woh Jo Qareeb Thay - Jab Achay Ideas Nahi Tikte

Har woh game jo gate se girta hai woh is liye nahi girta ke woh genre ko bilkul galat samjhta hai. Kuch sooraton mein, tukray sab mojood hotay hain - woh sirf milte nahi hain, ya woh apna pair jamane se pehle hi bujh jatay hain.

The Finals aik achi misal hai. Jab yeh release hui, iska zabardast momentum tha. Destructible environments, tez movement, aur dynamic team-based combat ne aik aisi jaga mein kuch naya pesh kiya jis par sust, zyada tactical extraction games ka raaj tha.

Aur jabke yeh pure extraction shooter nahi tha, isne uss elements ke sath flirt kiya. Lekin hype jaldi khatam ho gayi. Chahe woh long-term content ki kami ho, wazeh pehchan ki kami ho, ya player fatigue ho, The Finals sambhal nahi saka. Yeh ek buri game nahi hai - bilkul nahi - lekin yeh yaad dilata hai ke dhyan khinchana jang ka sirf aadha hissa hai. Players ko qaim rakhna asal test hai.

The Finals

The Finals

Blockchain Gaming Ki Adhoori Koshishein

Phir Shrapnel aur Deadrop jaisay projects hain, jo dono baray naam aur is se bhi barhi ambition ke sath aaye. Shrapnel ne blockchain elements par bohat ziyada zor diya, jisne foran iske audience ko kam kar diya aur traditional gamers se shak o shubah paida kiya. Impressive visuals aur kuch dilchasp design ideas ke bawajood, NFTs aur tokenized assets par focus ne isay player experience par mabni game ke bajaye aik tech demo ya investment pitch ki tarah mehsoos karaya.

Deadrop mein kamyabi ke liye zaroori ajza thay: aik flashy reveal, mashhoor streamer Dr Disrespect, aur FPS action ko web3 ke sath milanay wala aik bold pitch. Lekin classic “too much, too soon” fashion mein, project early access se bahar niklay baghair hi toot gaya. Midnight Society ka apne founder ki star power par bharosa shaky ground sabit hua, khaas kar jab Doc ke scandal ne aik bohat public exit par majboor kiya.

Apne main draw ke baghair aur investor confidence kam honay ke sath, studio lights on nahi rakh saka. Yeh us cheez ka aik mayooskun anjam hai jo kabhi genre mein aik haqeeqi fresh take lagti thi - saboot ke blockchain aur buzzwords aik game ko nahi chala saktay agar foundation mazboot na ho.

Shrapnel Game Review Meta Image.png

Shrapnel

Extraction Shooters Ka Aagay Ka Rasta

Is waqt, yeh wazeh hai: extraction genre mein dakhil honay walay aksar studios isay samajhte nahi hain. Woh ya to mehfooz khelne ki koshish karte hain ya isay repackaged battle royale ki tarah treat karte hain, uss cheez ko nikal kar jo extraction shooters ko pehli jagah khelne ke qabil banati hai. Aur players yeh mehsoos kar saktay hain. Tension ki kami, kamzor penalties, aur shallow objectives sirf mark miss nahi karte - woh point ko hi miss kar jatay hain.

Phir bhi, umeed hai. Escape from Tarkov jaisay games ne dikhaya hai ke jab koi team vision ke sath waqai committed hoti hai to kya mumkin hai, aur Arc Raiders lagta hai ke sahi jagahon se seekh raha hai. Yeh sirf hardcore hone ke baray mein nahi hai - yeh har choice ko ehmiyat dene, har raid ko risk mehsoos karane, aur har kamyabi ko waqai kuch matlab dene ke baray mein hai.

Extraction shooters sab ke liye nahi hain. Aur isi liye woh khaas hain. Jitni jaldi developers unhein mass-market crowd-pleasers mein badalnay ki koshish chhod denge, utni jaldi hum mazeed games dekhenge jo asal mein genre ko aagay barhaengi. Tab tak, hum adhoori measures dekhte rahenge jo dikhnay mein theek hain lekin us cheez ko bhool jatay hain jo is style ki game ko sahi tareeqay se kiya jaye to itna impact karti hai.

رائے, تعلیمی

اپ ڈیٹ کیا گیا

February 5th 2026

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February 5th 2026