Tarkov Wouldn't Be Popular if it Never Wiped
(Intro)
One of the few unanimous successes with Tarkov was that this game being the first whether intentional or not, to dial in the idea of constantly restarting your game and the communities' progress with wipes that are associated with major updates and patches. As annoying as it felt sometimes to have to start all over again and perform the same tasks in the same exact order, how you went about getting started was very different with each wipe. Because content was always added, there were either new maps, mechanics, or reasons to try and do things different each time, which helped somewhat with the monotony of getting the pocket watch, delivering the documents to Factory and all the other introductory tasks Tarkov has to offer. People love the early game of Tarkov; the scrappy fights, the risk and reward with fighting bosses you come across for their loot and general unpredictability that comes with people desperately just trying to get their flash drive out of the raid, means that wipes allow people to experience a time, a short moment in every wipe cycle where it feels like anyone can take out anyone. Sure, that is always true no matter how many days into a wipe we might be, but it’s never more apparent that right after a restart. So today, I wanted to go over wipe cycles in extraction shooters; how they kind of came to be in Tarkov, how battle state might’ve unintentionally got the formula right from the start, how this simple mechanic carried battle state all the way to the finish line and why this genre needs a forced reset every now and again. Things can get mundane when you have nothing to do, or when you have everything, you could ever want right at your fingertips.