Who is Tarkov Even For Anymore?
Did causals get phased out?

(Intro)
Tarkov has always been seen as a hardcore game. Its entire identity has been defined by this idea that EFT was always trying to break the mold and go places not many other games have gone before. Losing your kit if you get taken out by AI or other players, this emphasis on complexity and trying to create a grounded and immersive experience, while also creating a gameplay loop with some of the highest highs and lowest lows imaginable. And yet, here we are, after the official launch of the game, and things have never felt more polarizing than ever. So much back and forth over who this game is even designed for; with elements for both casual and hardcore players existing in the same space. For years, this conversation about the casual market slowly being weeded out was always around anytime BSG introduced a change or new mechanics that just made the game harder. So, casuals felt like they were being pushed out. And then on the other hand, the endgame for Tarkov is some of the grindiest; most RNG induced experiences many have come to loathe. Even those who are dedicated to the cause and trying to complete as much of the game as they can. So, if Tarkov has or had points where it was trying to cater to both markets of players, at this point a genuine question I think is worth talking about: who is Tarkov even for at this point?
(The state of the current endgame)
The most glaring problem with who Tarkov is even for these days is the end game, specifically being able to actually go to Terminal, complete the final mission and escape, officially beating the game and getting one of four endings. There have been several different soft endgames in Tarkov’s life. The first one was simply completing all the tasks in the game when there were less than fifty, and that was a long time ago. It didn’t take a long time, and as long as you knew what to do, you could blast through most of them with relative ease. Of course, that was during a time when information around Tarkov was so limited, most people had no idea what to do, but I digress. Then came the Kappa container; something to tangibly work towards that you could use. A unique container that was bigger than all the rest, rewarding you for doing everything in the game. Something not every player could or even desired to do. And to me, as someone who never obtained it, the Kappa container was a solid separation between those that had the time and the talent to see Tarkov to the end and were rewarded for their efforts. And then eventually the inclusion of a prestige system, so you can restart and keep playing the game again and again. Which just the thought of even doing it once brings me to my knees. But even still some would argue that the requirement to finish all the quests in the game considering what some were asking the player to complete, didn’t respect their time. And truth be told, Tarkov has never, not once respected a player’s time. Long load times, potentially taking forever to build a new kit after losing that kit in the first thirty seconds of a raid, and the endless amount of work needed to complete some quests. This game for many was never about the casual experience but trying to optimize the fun out of the game if you wanted to see the game to the end. Sadly, that can sometimes be the only way to progress in the game if you come to a point where you hit a wall. And if you are low level, don’t have the funds to support that kind of playstyle or simply don’t play enough to have even seen that kind of gear, Tarkov can be a brutally frustrating experience.
What makes this feeling worse is the FOMO whenever the game is wiped. It was the only time when the playing field was reset and for a short while, everyone was running around with roughly the same level of gear. So, the fights felt both scrappy and fair. But the longer you waited to jump back in, the higher your odds were of running into someone ten or even twenty levels higher than you. And nothing will make you turn off Tarkov faster than losing to someone who is so much further into the game than you are. In those moments, you feel like there is no point of even trying. Which while certainly an uphill battle, I will commend Tarkov for allowing a player of any skill or character level to technically be able to compete. Because all it takes is a single round to the face and it’s over. Something that will forever separate any future extraction shooters from Tarkov. But time is not the only factor that can lead people to feel frustrated with this game. Skill experience and expression also play important roles in this conversation.
(Casuals vs Veterans)
Ever since the release of even the alpha versions of EFT there has been a distinct discrepancy between people who dedicate any of their free time to the game, and those who are either simply curious and want to see what it’s like or even those doing their best but struggling in one or multiple areas. This game is not new player friendly at all, or even advanced player friendly. Sadly, Tarkov is just one of those games where even a thousand hours into it, you still might find new stuff about it or struggle to compete in certain aspects. And it’s never been easy for BSG to find the balance between catering to those who understand the game and those trying to understand it. Obviously, BSG wanted to make an immersive and hardcore game, but in order for it to be successful they need people to be able to at least try it and understand why many get so addicted once they fall in. And for years, this has been a tough tightrope they’ve needed to walk. Because there have been points where they’ve either added or changed something that swung too hard in either direction and needed to course correct. And there certainly is something to say about finding the right balance.
This game rewards the most ardent and dedicated of player, but, if you are someone who enjoys Tarkov a little more recreationally, you can have moments where you make a big come up. It might not be as often and you might need to work much harder for it, but that possibility is always on the table. And I think that’s what truly separates this game from others in the genre; nothing is off the table. Anything at any point can happen, and whether you are on the positive end of the result depends on how well you can adapt to the situation and adjust accordingly. But of course, that only really happens when you put the reps in to be in those situations enough and know what to do and not panic. Even to this day, eight plus years later, and I still find myself freezing up sometimes trying to essentially run the numbers in my head and figure out the best course of action. And then I get run up on and just die. It happens; it sucks when it happens, but that’s how you learn and get better, no matter how much it stings. But if all that’s left are those dedicated players, what’s left for the casuals or light enthusiasts? Has the direction Tarkov went with its development and eventual 1.0 release alienated a chunk of their player-base?
(Have casuals been phased out?)
It’s tough to discern who is still around playing this game after so many years. So many different people being introduced to the game from a myriad of places and people; all for different reasons. Some wanted to experience some of the highest quality firearms representation in any video game ever; some wanted to experience the heart pounding moments that come from a tough extraction shooter, and others just wanted a new game to play and learn. Regardless, and maybe this is just a me thing, but I have noticed a distinct lack of new players across the board, at least while in game. Account levels just seem to keep going as the average, and it doesn’t seem like many new people are jumping in. You’d think with the Steam release that would’ve been a huge influx, but in reality, most people that wanted to play Tarkov, already are. So, while the Steam release was nice for consistency and slow people to have it in their library, the point was ultimately moot. Anyone still playing, is simply doing it through the launcher, and through the client. The reviews on Steam also now that the game has been out for a little while and the initial hype has settled down sit about where I thought they would. Sixty percent seems fair to be brutally honest. Because for all the Tarkov gets right, it gets about twice as much wrong, sadly. We hoped that the 1.0 release was going to remedy that somewhat, but I guess we need to wait a little longer. So, if new people aren’t playing the game, why is that? Is it the general difficulty and word of mouth for the game? The lack of optimization for both performance and quality of life? Or are they simply not interested. Arc Raiders has stuck its flag in the sand as an almost haven for those who wanted to like Tarkov but couldn’t get with all it was asking of players, and Arc finds a much more approachable happy medium. Again, that’s a good thing; it’ll be interesting to see where Marathon sits once it's out and if it can hold its own, but for now, between the two games, once is much more approachable than the other, but Tarkov has a much higher ceiling in pretty much every regard across the game. But the road to see those ceilings is ridiculously convoluted and complicated. So, I can see why people didn’t stick around in the long run.
(Tarkov’s success is a double-edged sword)
As happy as I am that Tarkov got so popular over the years and grew to such a wide audience of players, it also came with a lot of problems I don’t think BSG was ever equipped to deal with. We’ve talked about this before, but for about half of EFT’s life, the game was this niche little title that was basically the boogeyman when people brought it up in conversation to those who’ve never heard of it. And eventually, it grew to a mass appeal; something that no one playing the game ever thought was going to happen. For some especially, they didn’t want it to get too big because then the direction of the game could potentially have been compromised. And in some instances, those fears were realized. In both ways, actually. The weight system, when it was originally introduced into the game, was so against the grain for pretty much everyone. The idea on paper made sense; the more you carry the slower you walk and run. Simple enough, but how it was implemented not only ruined the game for casuals but enthusiasts of the game too. Everyone was upset because it was too extreme, and once it was reigned in, people to this day still hate it but it’s in a much better place. The same can be said for inertia. Hardcore players lamented its introduction because what made them so successful in Tarkov was abusing both the movement in the game and the bad net code. Taking the initiative in fights and catching players off guard before they could even react was for the longest time (and arguably still is) the most effective way to win battles against other players. Aggression has always been the game of the game, so whenever BSG made attempts to try and change that, many were not happy with it. With more players, it meant more voices chiming in on what they thought the game needed, which just means more feedback to sift through. Ultimately, it’s BSG’s game; and what they say goes. Of course, if they completely ignore the community, people will stop playing which no one wants. So, there is a certain level of capitulation that needs to be met while also doing their best to adhere to their vision of the game. Which has also been problematic in the past regarding what even the developers wanted out of this experience. You can’t please everyone; people are always going to have words with how you balance or change your product. But if you are confident in what you’re doing and believe it will ultimately be for the better, people are willing to at least hear you out. It doesn’t always work, but there is usually a decent batting average for it.
(Outro)
Tarkov’s development and subsequent identity and personality have changed many times over the years. And this has had an impact on who played it and who is still around playing it. There are certainly less new players experiencing what Tarkov has to offer. That’s because of not only the game’s age but also because now there is competition in this space. It can be so hardcore and difficult sometimes that people don’t have the hours or patience to put anymore into it. And while there’s inherently nothing wrong with that, it comes as a consequence of wanting to make a game like this. Who knows what would’ve happened if this game stayed niche; who knows if it would be a completely different experience, harder, easier. The potential outcomes are kind of wild. It boils down to their vision and their skills at making something. And they’ve certainly gotten better at making the game, but not enough to a point where I think would’ve been sustainable for this long if it didn't explode in popularity. Either way, Tarkov at this point kind of knows what it wants to be, but that has come at the cost of pushing potential new players away because of endless grind and tedium. I think more people could’ve been introduced into the game if there was more information inside of Tarkov that was willing to spend some time to help new players and show them the ropes way earlier on, instead of relying on the community for a decade teaching people before finally making their own guide. It might not have made a huge difference, but it certainly would have helped. Thank you very much for taking the time out of your day to watch this video. Let me know down in the comment section below your thoughts on where the game stand currently, who you think this game has been tailored to and be sure to subscribe for more videos about small and niche titles getting larger than life at the potential cost of its original identity. I hope to see you in future ones.
About the Creator
Jirasu
Scripts about the things I find interesting. Most are for videos on my YouTube channel.
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