In a recent interview on the Insider-Gaming, Battlestate Games studio head Nikita Buyanov argued that Escape from Tarkov is deliberately built to produce satisfaction rather than ordinary fun.
Tarkov is an extraction shooter where a single bullet can erase an entire raid. That brutal risk-reward loop is by design: wins feel massive, losses hurt hard. Buyanov framed that emotional swing as the game’s goal rather than a side effect.
People really want to play this kind of game, they really want to play something intellectual, hard, punishing, unforgiving… Something that will actually shake their emotions, not the game for the enjoyment.
Tarkov is made for satisfaction, not for fun. Not for enjoyment.
To have a chance to get the satisfaction or to frustrate. It is what it is. It’s polarizing. You get everything or you get nothing.
That’s a rare bit of honesty from a developer. Battlestate isn’t apologizing for the punishing loop. They see the highs and lows as the point, tension, risk, and the payoff when a raid goes right. For players, that means Tarkov will keep delivering sharp emotional swings rather than comfortable, steady amusement. Battlestate has been talking to its community about fixes and changes this year, as our report on the studio’s player survey covers what the team says it plans to address and how they’re listening to feedback.
For more on Tarkov and Battlestate’s reasoning about game design, follow our coverage on X, Bluesky, YouTube, and Instagram.





















