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深入理解《逃离塔科夫》的乐趣:游戏机制的深度剖析

2024.6

Intro

Call of Duty: Warzone's DMZ mode and Hunt: Showdown are two prominent titles within the extraction shooter genre, each excelling in different aspects. Compared to Escape from Tarkov, the pioneer of the extraction shooter genre, these games have introduced various modifications and innovations to their gameplay modes, securing a place in the market. As two extraction shooters that lean towards a more casual and competitive experience, they have sacrificed the depth and breadth of the "search" phase in the search-fight-extract loop but have introduced many unique and interesting mechanics to enhance the "fight" aspect.

This article will analyze and compare the in-game dynamic event and mission systems of these two games through a segmented approach, examining the strengths and weaknesses of their implementation of the "fight" phase in the search-fight-extract cycle.

Since this article focuses on specific systems within these two extraction shooters, certain specialized terms will not be explained. If any confusion arises, please refer to the previous article, which deconstructs the overall logic of extraction shooter gameplay.

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Figure 1: Positioning of Different Extraction Shooter Games (From Most Casual to Most Hardcore)

The above diagram represents the positioning of most extraction shooter games on the market, ranging from casual to hardcore. DMZ and Hunt: Showdown rank among the least hardcore within this spectrum, sacrificing many mechanics that contribute to long-term progression but placing significant emphasis on combat.

PART 1: In-Game Missions/Events in Hunt: Showdown

The in-game loop of Hunt: Showdown heavily emphasizes PvP, with the sole objective being to eliminate the boss, collect the bounty, and extract. Unlike other extraction shooters, the "gold" in Hunt: Showdown is the boss itself. The game significantly simplifies the "search" phase in the search-fight-extract loop, making it a more competition-focused shooter.

Hunt: Showdown does not feature randomly spawned in-game events or missions. However, players can accept missions outside of matches to create additional objectives beyond killing the boss.

Therefore, the following section will provide a detailed breakdown of Hunt: Showdown's core in-game mission—bounty extraction through boss elimination.

1.1 Types of Matches in Hunt: Showdown

In most matches of Hunt: Showdown, there are typically four teams of three players each. The overall combat environment is determined by how the bosses spawn, which can generally be categorized into three main types. For now, the randomness introduced by the new crocodile update will not be considered.

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Figure 2: Single-Boss Match

This is the match type with the highest PvP intensity, where the boss spawns randomly at any point of interest (POI) on the map. Since there is only one boss in the match, all teams vying for the bounty will converge on a single POI, resulting in intense firefights. Typically, only one team survives until the end of the match.

Figure 3: Dual-Boss Match with Evenly Split Spawn Areas

Compared to single-boss matches, dual-boss matches with an evenly split spawn area have slightly lower PvP intensity. A red line divides the map, separating the spawn locations of Boss 1 and Boss 2, creating two POIs for teams to contest. This match type provides resources for two teams to earn bounties. However, since the two bosses often spawn at nearby POIs, it is still common for only one team to survive until the end. In most cases, the two teams that secure the bounties will end up fighting each other for additional rewards.

Figure 4: Dual-Boss Match with Uneven 30/70 Spawn Distribution

The uneven 30/70 spawn distribution results in the lowest PvP intensity among match types. The disparity in boss spawn areas means that the two bosses are likely to be defeated at different times, giving the team that secures the first bounty a chance to extract before encountering heavy resistance. Additionally, due to the 30/70 division of the map, the two POIs where the bosses spawn are generally farther apart, making third-party interference more difficult. As a result, this match type often sees two teams successfully extracting.

The three different boss spawn distributions serve as a form of input randomness, making the PvP experience more dynamic. Players are not forced into relentless bloodbaths in every single-boss match, nor do they get to farm money effortlessly in every dual-boss match. As a game mechanic that enhances the "fight" phase, it effectively provides strategic depth, environmental diversity, and replayability.

1.2 Bounty Acquisition

Figure 5: Breakdown and Analysis of Each Stage in the Bounty Acquisition Process

The diagram above presents a breakdown of the bounty acquisition mechanics in Hunt: Showdown. From this, we can observe the general design philosophy of the game's in-match systems, which prioritize encouraging PvP and maintaining competitive balance.

The entire mission system acts as a catalyst that continuously escalates player conflicts. From the initial clue collection phase, which naturally gathers players at a specific POI, to the global bounty reveal and enhanced vision after acquisition, every aspect of the game’s pacing and player tension is shaped by this system. While it makes it easier for players to locate each other, it also eliminates much of the suspense and uncertainty typically found in extraction shooters, sacrificing randomness in favor of competitive integrity.

The following is a graphical prediction of a typical match in Hunt: Showdown.

Phase 1: Four teams are evenly distributed around the edges of the map. Using Dark Sight, they move toward the nearest clue points to gather information about the boss's location.

Phase 2: As the four teams continue searching for clues, they gradually move closer to each other. At this stage, there is a high likelihood of conflicts breaking out at clue locations.

Phase 3: All teams converge at the POI where the boss is located, leading to intense firefights. The team that secures the bounty attempts to extract, while the other teams try to intercept and steal it.

From the diagram, it is evident that the intensity of the match and the frequency of engagements gradually increase as teams approach the POI where the boss is located, reaching their peak once they arrive. All players are funneled into the same POI for an intense firefight, with only one team managing to escape with the bounty.

In an environment where PvP is so heavily emphasized, Hunt: Showdown provides a sense of progression outside of matches through its ranking system. Players are assigned different star ratings based on their in-game performance, making the primary objectives not only securing the bounty but also climbing the game's external ranking system.

Figure 6: MMR (Matchmaking Rating) in the Game

Climbing to the top of the ranking system provides players with a strong sense of satisfaction and achievement. Combined with the game’s heavy emphasis on competitiveness and PvP within matches, the primary focus of gameplay is no longer solely on extraction but rather on the asymmetric information warfare that unfolds around the extraction mechanics.

The core enjoyment of Hunt: Showdown lies in asymmetric battles and tactical engagements driven by sound cues and information, while its in-match objective—the bounty—serves as a catalyst to accelerate these conflicts. More often than not, players are less concerned with the monetary rewards from securing the bounty and more interested in the five-second enhanced vision it provides, which grants a crucial PvP advantage. (Since fully clearing the map by eliminating all enemies is almost a necessity for a safe extraction.)

The game places significant emphasis on sound design, item-based tactics, and weapon engagements, creating a highly strategic and diverse PvP environment. However, since this article focuses on analyzing the mission system, those aspects will not be explored in detail here.

Overall, the core design philosophy of Hunt: Showdown revolves around PvP and competitive gameplay. Its in-match mission system successfully encourages player-versus-player combat while providing multiple strategic approaches. By subtly guiding and funneling players into the same POI for high-stakes firefights, the game also introduces asymmetric engagements, adding depth and unpredictability to its competitive structure.

PART 2: In-Game Missions/Events in Call of Duty: DMZ Mode

The Call of Duty: DMZ mode features a relatively simplified looting and economy system but offers a vast array of in-game events and missions for players to complete. These in-match tasks not only serve as the driving force for players to remain in the game longer but also provide diverse strategic choices and objectives. The following sections will break down the different types of missions and their functions to facilitate a comparative analysis with Hunt: Showdown.

Overall, DMZ inherits a sandbox-style design due to its map also being used for the battle royale mode. This sandbox-oriented approach extends to its in-game missions, offering players a strategically diverse, open-ended, and lightweight experience with greater freedom of choice.

The in-game missions/events in DMZ can be categorized into the following types:

  • Contracts

  • Utility Buildings

  • Weapon Case

  • Airdrops

  • Radiation Spread

2.1 Contracts

Contracts in DMZ are small, randomly spawned missions that refresh each match. Players can see their locations on the minimap and freely choose which ones to complete. These contracts come in various types, each serving different gameplay purposes. The following sections will break them down in detail.

Secure Nuclear Material 

After accepting this contract, players must first go to Location A to retrieve a Geiger counter from a container. Then, they need to travel to Locations B and C to use the Geiger counter to locate and collect two radioactive materials.

Rewards:

  • $4,000 base reward

  • Up to $15,000 if players sell the radioactive materials

Mechanic Analysis:
This contract requires minimal movement across a relatively short distance and offers one of the highest cash payouts compared to other contracts. Overall, it is highly favorable for early-game, loot-focused players looking to accumulate wealth quickly.

Raid Weapon Stash (Assault the Weapons Warehouse)

After accepting this contract, players must head to the designated location on the map (usually a stronghold guarded by AI enemies), eliminate the hostiles, and unlock the weapon stash.

Unlocking the weapon stash takes time, effectively turning the task into a hold-the-point objective, where players must defend against waves of incoming reinforcements while waiting for the stash to open.

Rewards:

  • $5,000

  • Two weapons

  • Random equipment (e.g., large backpack, armor plates)

Mechanic Analysis:
Rather than focusing on cash rewards, this contract is primarily designed for player progression, helping them improve their gear. However, the challenge lies in facing tougher AI enemies compared to the first contract. While its purpose aligns with that of the Secure Nuclear Material contract (supporting player growth), it places greater emphasis on combat over simple collection tasks.

Eliminate The HVT (Kill High-Value Target)

After accepting this contract, players must head to a designated location and eliminate a high-value target (HVT), which is an elite AI enemy.

Rewards:

  • $5,000

Mechanic Analysis:
This contract serves as a straightforward money-making task, providing players with a simple and efficient way to earn cash. The so-called elite AI enemy is not particularly difficult, making this contract an accessible and low-risk option for players looking to accumulate funds quickly.

Deliver Cargo (Cargo Transport)

After accepting this contract, players must travel to a designated location to acquire a land vehicle, then drive it to a specified drop-off point. This journey covers a relatively long distance, and along the way, a hostile attack helicopter will always spawn to interfere with the player's progress.

Rewards:

  • $10,000

  • Permanent access to the land vehicle (a heavily armored vehicle equipped with a mounted machine gun)

Mechanic Analysis:
This contract requires extensive movement across the map, serving two main purposes:

  1. Providing a lucrative money-making opportunity

  2. Encouraging large-scale player movement, increasing the likelihood of player encounters and engagements.

By forcing players to travel significant distances, this contract accelerates the pacing of the match and creates a more dynamic and unpredictable battlefield.

Ship Cargo (Water Cargo Transport)

After accepting this contract, players must travel to a designated location to acquire a water vehicle, then navigate it to a specified drop-off point. This journey covers a relatively long distance, and along the way, a hostile attack helicopter will always spawn to interfere with the player's progress.

Rewards:

  • $10,000

  • Permanent access to the water vehicle (a heavily armored boat equipped with a mounted machine gun)

Mechanic Analysis:
This contract is essentially identical to the Deliver Cargo (Land Transport) contract but takes place on water. It serves the same purpose:

  1. Providing a lucrative money-making opportunity

  2. Encouraging large-scale player movement, increasing the likelihood of player encounters and engagements

By forcing players to traverse significant portions of the map, this contract speeds up the match’s pacing and creates a more dynamic and fluid battlefield.

Destroy Supplies (Demolish Two Supply Sites)

After accepting this contract, players must travel to two designated locations (A and B) and plant explosives. These bomb sites are usually guarded by AI enemies.

Once the second bomb is planted, players must hold the location, defend against incoming reinforcements, and wait for the explosives to detonate.

Rewards:

  • $7,500

  • Reveals the locations of nearby safes on the minimap

Mechanic Analysis:
This is another early-game progression-focused contract. It not only provides a solid cash reward but also grants valuable intel on high-tier loot, effectively serving as a shortcut for player growth.

Rescue Hostage (Hostage Extraction)

After accepting this contract, players must head to a designated location, which is guarded by AI enemies, to rescue a hostage.

Players must locate the hostage within a time limit and disarm the bomb strapped to them. After freeing the hostage, players must carry them to a specified extraction point to complete the mission.

Rewards:

  • $5,000

  • Unlocks an extraction opportunity (since the hostage’s extraction point is a helicopter, players can stay on board and extract immediately)

Mechanic Analysis:
This is a utility-focused contract rather than a high-reward one. While the cash payout is modest, its primary value lies in providing an alternative extraction method—a shortcut to completing the match.

This contract is beneficial for PvE-oriented players, offering a safer alternative to the static extraction zones, which are often camped by other players. Additionally, it adds unpredictability to the match, as other players cannot estimate how many opponents remain due to the hidden nature of this extraction.

Secure Intel (Data Extraction)

After accepting this contract, players must travel to Location A to retrieve an intel item and then proceed to Location B (an intel tower) to upload the data.

The upload process takes a short amount of time, during which players must remain near the tower.

Rewards:

  • $5,000

  • Reveals special map intel (e.g., the location of the boss)

Mechanic Analysis:
This is another utility-focused contract, designed to provide valuable intelligence rather than direct financial gain.

Its main function is to reveal the boss’s location, giving players a reliable way to track high-tier loot and powerful rewards. This contract is particularly useful for players seeking high-end gear, as it removes the need for random exploration and provides a strategic advantage in planning their next move.

Hunt Squad (PvP Contract)

After accepting this contract, players must eliminate a designated enemy squad. The targeted team’s general location is marked on the map.

Rewards:

  • $3,500

  • Loot from eliminated players

Mechanic Analysis:
This contract is designed to encourage PvP, providing a direct way for aggressive squads to locate and engage other players rather than aimlessly searching the map.

By giving PvP-focused teams a clear objective, it enhances the competitive intensity of the match and ensures that players seeking combat do not struggle to find enemies.

However, this contract also negatively impacts PvE-oriented players, as it forces them into combat even if they were not actively seeking a fight. Accepting this contract essentially escalates conflict in the match, ensuring that at least one squad is actively hunting another.

From the breakdown above, it is evident that the contract-based in-match missions in DMZ can be categorized into three main types:

Figure 6: Classification of Contracts in DMZ

These three types of contracts correspond to three distinct player archetypes within the game environment: aggressive players, mid-tier players, and avoidance-focused players. The diversity in contract types and functions allows all player types to have meaningful choices and activities. For example, resource-focused contracts greatly benefit avoidance-oriented players looking to progress without direct confrontation, while combat-focused contracts serve as the primary tool for aggressive players to quickly engage in PvP.

The presence of contracts enhances player decision-making, offering clear objectives and a sense of real-time progression, while also reinforcing the sandbox nature of DMZ. Since dozens of contracts are randomly distributed across the map in each match, players have the freedom to pick and choose which contracts they wish to complete. These optional micro-objectives create a more dynamic and engaging player ecosystem by providing additional incentives to move between POIs rather than staying in one area.

The Core Functions of the Contract System Can Be Summarized as Follows:

  • Providing diverse choices for different player types (Combat vs. Progression-focused playstyles)

  • Encouraging player movement and creating a more active, dynamic match environment

  • Introducing small-scale challenges and rewards (keeping players engaged during traversal)

  • Enhancing the sandbox feel and freedom of choice (aligning with the overall game design and map layout)

  • Adding an element of input randomness, increasing replayability

2.2 Weapon Case

The Weapon Case system is one of the few mechanics in DMZ that directly ties into out-of-match progression. Each map contains a single Weapon Case, and acquiring it is a challenging task—players must overcome multiple obstacles and successfully extract while carrying the case to receive an external reward.

These rewards typically consist of cosmetic items (such as exclusive skins), and the uniqueness of these unlocks serves as a major motivator for players to compete for the Weapon Case.

Similar to Hunt: Showdown, the Weapon Case’s location is publicly revealed to all players, meaning that whoever carries the case will have their position exposed to everyone else. This transparency creates a high-risk, high-reward gameplay experience, where players must balance survival and competition in a fierce battle for exclusive rewards.

Figure 7: Breakdown of Weapon Case Contention

The Weapon Case’s valuable rewards add another compelling incentive to DMZ's open-world sandbox, providing mid-tier and aggressive players with an asymmetrical PvP experience similar to Hunt: Showdown. Its in-game impact can be summarized as follows:

  • Enhancing sandbox depth and player freedom

  • Offering a high-risk, high-reward gameplay strategy

  • Encouraging PvP and competition, driving player movement across the map

  • Creating an immersive atmosphere, allowing avoidance-focused players to sense the battlefield’s intensity (by tracking enemy activity) while also giving them crucial intel on hostile player positions

  • Generating dynamic high-tension zones that influence player movement, engagements, and strategic expectations throughout the match

2.2A Comparison of DMZ’s Weapon Case System and Hunt: Showdown’s Bounty System

Differences Between the Two Systems:

From the comparison above, it is evident that Hunt: Showdown is designed with a focus on slower pacing, balance, and competitive integrity, whereas Call of Duty: DMZ prioritizes fast-paced gameplay, high risk, and asymmetry.

An interesting distinction between the two systems lies in how the bounty carrier's position is revealed. In Hunt: Showdown, the bounty carrier’s location is only visible when other players open their map, meaning that even when hunting the bounty, opponents cannot track them with pinpoint accuracy. This is due to the 2D nature of the map, the delay in position updates, and the absence of vertical (Y-axis) information. As a result, this tracking system serves more as an assistive tool rather than a direct targeting mechanic, providing the bounty carrier with some degree of maneuverability, preventing them from being a complete sitting duck. The main purpose of this mechanic is to facilitate PvP encounters by directing players toward the bounty team rather than forcing them to waste time searching for them.

In contrast, in DMZ, the Weapon Case carrier is a literal target, with their exact real-time position continuously revealed to all other players. Unlike Hunt: Showdown, DMZ offers no compensatory advantage for carrying the bounty, making the player an exposed and highly vulnerable target.

This highlights a key design difference: Hunt: Showdown uses this system to encourage tactical engagements, while DMZ leverages it to increase risk and difficulty for the player carrying the bounty.

Should DMZ Provide Additional Buffs to the Weapon Case Carrier?

From my perspective, while carrying the Weapon Case does turn a player into a “walking target,” this design choice is aligned with DMZ's overall fast-paced and sandbox-driven gameplay philosophy.

In DMZ, gathering information on enemy locations is relatively easy. Players can obtain UAVs (which reveal enemy positions) through multiple means, making information accessibility significantly more abundant compared to Hunt: Showdown, where intel-gathering tools are more limited.

Additionally, DMZ’s sandbox nature means that not every squad on the map will necessarily pursue the Weapon Case, as different teams may have varied priorities. The high-risk nature of carrying the bounty is an intentional design choice, creating tense and high-stakes gameplay. Since the Weapon Case rewards are unique and desirable, they provide enough incentive for players to accept the risk of being a marked target.

For these reasons, I believe the current design is effective and well-suited to DMZ, and additional buffs for the Weapon Case carrier may not be necessary.

2.3 Other Types of Missions/Events in DMZ Mode

In DMZ, aside from the randomly distributed contract missions, there are also fixed-location interactive missions/events that appear consistently in every match. These are static interaction points on the map, each serving different functions and offering unique gameplay opportunities.

Utility-Based Events:

SAM Site (Surface-to-Air Missile Station)

This is a small interactive objective that spawns at different locations each match. Players can capture the SAM Site by interacting and holding the area. Once secured, the missile site will:

  • Automatically shoot down all aerial vehicles within a certain range.

  • Target and bring down supply planes, creating an alternative method for players to acquire high-tier loot.

Analysis:
Given the mobility advantage of aerial vehicles in DMZ, SAM Sites provide ground-based players with a counterplay option against airborne threats. However, their primary strategic function lies in intercepting supply planes, giving players more control over high-value loot.

By forcing supply drops to land in more predictable areas, SAM Sites reduce the randomness of airdrop locations, benefiting players who want to contest high-tier loot without relying on luck.

UAV Tower (Recon Drone Tower)

This is a fixed-location interactive objective that appears at the same spots every match. Players can activate the UAV Tower by interacting with it and holding the area for a short period.

Once activated, the UAV Tower functions like a standard UAV, scanning and revealing enemy positions on the minimap within a certain radius.

Analysis:
In extraction shooters, information is often highly limited, making any form of intel gathering extremely valuable. The UAV Tower provides players with a powerful recon tool, offering a dedicated scouting POI and an alternative way to locate enemies.

By introducing this tactical scanning option, the UAV Tower enhances player decision-making, allowing for more strategic approaches and preemptive engagements.

Resource-Based Events:

Stronghold / Fortress

This is a fixed-location interactive objective that appears in the same spots every match. Players can enter these POIs if they have the corresponding key, allowing them to loot high-value rewards inside.

Essentially, Strongholds serve as a high-risk, high-reward progression method for players looking to improve their loadouts.

Analysis:
Similar to contracts, Strongholds provide a direct and efficient way to progress, but with the added requirement of an access key.

  • Compared to contracts, Strongholds offer greater rewards while requiring less time investment.

  • The entry restriction via keys ensures that not all players can immediately access them, maintaining a balance between accessibility and exclusivity.

Overall, this system enhances DMZ’s sandbox experience by expanding player choices and offering alternative risk-reward paths for in-match progression.

Buy Station (Marketplace Terminal)

This is a fixed-location resource exchange station that spawns in the same places every match. Players can use Buy Stations to sell looted valuables or purchase essential resources, such as armor plates, killstreaks, and other useful equipment.

Analysis:
The Buy Station establishes an in-match economy, allowing players to immediately convert their loot into valuable gear and upgrades.

  • Reduces the penalty of death by enabling players to secure better resources before extraction, mitigating the frustration of losing everything.

  • Accelerates player progression, aligning with Call of Duty's fast-paced gameplay philosophy.

  • Provides immediate positive feedback for players focused on earning money, reinforcing clear progression milestones and adding economic incentives to gameplay.

Overall, this mechanic adds depth to DMZ’s sandbox experience by offering dynamic spending choices, reinforcing the game’s risk-reward loop, and ensuring that players always have meaningful economic objectives during a match.

The Buy Station Differs Fundamentally from the Other Three Task Points (Detailed in Section 2.3A)

It is worth mentioning that the UAV Tower and SAM Site are fully transparent on the minimap once activated. From the perspective of other squads, these points turn red, signaling that another team has used them. This transparency acts as a balancing mechanic, ensuring that the powerful effects of these utility tasks come with the risk of revealing player activity.

Unlike contracts, these small task points and POIs do not require mandatory engagement, but their impact is similar to contracts in shaping player behavior. However, compared to contracts, they have no movement cost, making them easier to complete. Additionally, many of these task points provide stronger functional benefits than contracts:

The Role of These Task Points in Matches:

  • Providing diverse strategic choices for different player types (e.g., aggressive players use the UAV Tower to find enemies, while avoidance-focused players secure gear in Strongholds)

  • Making match dynamics and player predictions more controllable (since some activated task points are publicly visible, revealing enemy activity)

  • Dynamically restricting the movement options of passive players (e.g., players may choose to avoid active UAV Towers or steer clear of contested SAM Sites)

  • Enhancing the sandbox feel and freedom of choice (by offering more tactical options and player-driven decisions)

2.3A Buy Station Mechanic

The Buy Station plays a crucial role in shaping DMZ's in-match economy, creating a strong incentive to earn money. Nearly all players interact with the Buy Station at least once or twice per match—whether to exchange loot for cash, purchase essential resources, or upgrade their gear for better survival chances.

As one of the most important interactive mechanics in DMZ, the Buy Station bridges the gap between in-match and out-of-match experiences, disrupting the traditional search-fight-extract loop.

  • On one hand, it weakens the sense of long-term progression, as players don’t rely solely on extractions for upgrades.

  • On the other hand, it introduces a short-term progression system, where players continuously upgrade within a single match, making moment-to-moment gameplay more dynamic.

This design choice aligns with Call of Duty's overall philosophy—reducing long-term progression mechanics in favor of a more casual and accessible experience, while still offering meaningful short-term growth that enhances player motivation within each match.

2.4 Airdrops

Airdrop Mechanic in DMZ

The airdrop system, originally introduced in battle royale games, serves as a way to create dynamic POIs and encourage PvP engagements. This mechanic is also present in DMZ, with airdrops occurring at random times during a match. However, unlike in battle royale modes, where airdrops contain essential or game-changing loot, DMZ's airdrops function more as an optional objective rather than a necessity.

In DMZ, the exact drop location is transparently marked on every player's minimap, ensuring that anyone interested can actively contest it.

The Role of Airdrops in DMZ

Compared to battle royale or other extraction shooters, airdrops in DMZ do not contain exclusive must-have loot—instead, their items are often obtainable through other in-match activities, such as contracts, strongholds, or supply raids. This aligns with DMZ's sandbox-like philosophy, where players have a high degree of freedom to decide how they want to progress rather than being forced into predictable engagements.

Key Functions of Airdrops in DMZ

  • Encourages player movement, making the battlefield more dynamic

  • Creates additional focal points, generating high-risk zones for PvP encounters

  • Provides different player archetypes with more decision-making paths (aggressive players may pursue them, while passive players may avoid them or use them as intel sources)

  • Acts as a PvP catalyst, giving combat-oriented players an easy way to find fights while simultaneously revealing enemy movement to avoidance-focused players

Ultimately, the airdrop system in DMZ is less about forcing player conflict and more about expanding strategic choices within the match, reinforcing the sandbox-like flexibility of its gameplay.

2.4 Radiation

Figure 9: Radiation Spread Mechanic in Call of Duty: DMZ

Radiation Spread Mechanic: A Reverse Take on Battle Royale’s Shrinking Zone

The radiation spread mechanic in DMZ functions similarly to the shrinking zone (circle) in battle royale games, as both restrict player movement and force engagements over time. However, unlike traditional battle royale zones, which gradually shrink toward a central point, the radiation in DMZ expands outward until it eventually covers the entire map.

While both systems serve the purpose of limiting player movement, DMZ's outward-spreading zone actually reduces the intensity of player conflicts, as the expanding nature of the radiation forces players to scatter in different directions rather than converge into a single shrinking area.

In each match, the initial radiation zone spawns randomly at a location on the map and begins to expand 20 minutes into the game.

Final Extraction and Its Design Implications

One key feature of the radiation spread is that as the zone expands, all permanent extraction points close, and a single final extraction point spawns at a random location on the map. At this point, all remaining players are forced to converge on this final extraction site, leading to inevitable conflict.

While the radiation spread system is a logically sound mechanic, its combination with the randomized final extraction point raises design concerns:

  • The randomness of the final extraction point creates an uneven playing field, as some teams may be unfairly positioned farther away from the extraction, giving others a distinct advantage.

  • The outward-expanding radiation further disadvantages teams that are far from the final extraction, as they have to cover even more distance while avoiding both enemy players and environmental hazards.

  • The single extraction point forces PvP, yet the radiation spread mechanics work against that by dispersing players, creating a slight mechanical contradiction between the two systems.

How the Radiation Spread Transforms DMZ’s Gameplay

Once the radiation begins expanding, the gameplay shifts from an extraction shooter experience to a battle royale-style survival challenge. At this point, players’ only goal is to reach the final extraction site and escape, effectively blending the two genres into a hybrid experience.

Since only one squad can successfully board the final extraction helicopter, the gameplay shifts from a sandbox experience—where players had the freedom to choose objectives—to a forced PvP showdown where survival depends on eliminating competitors.

Core Effects of the Radiation Spread Mechanic:

  • Forces player movement, accelerating the pace of engagements

  • Converges all remaining players toward a single POI, encouraging both combat and potential cooperation for extraction

  • Creates a sense of urgency and tension, enhancing immersion

  • Limits player freedom, as it acts as the final phase of the match, transitioning from sandbox exploration to a high-stakes battle for survival

PART 3: Conclusion

This article has provided a detailed comparison of the dynamic in-game events and mission systems in Call of Duty: Warzone DMZ and Hunt: Showdown, analyzing the innovations, strengths, and weaknesses of each game’s approach to the combat ("fight") phase within the extraction shooter framework.

Overall, the two games demonstrate significant differences in design philosophy and player experience, each excelling in its own unique way.

In Hunt: Showdown, the game places an extreme emphasis on PvP, simplifying the looting phase while focusing the player's competitive experience around a single objective—killing the boss and extracting. The mission system is cleverly designed to funnel players toward the same POI, gradually increasing tension and competitive intensity. The input randomness created by boss spawn locations and the bounty system provides diverse strategic choices while maintaining a deep asymmetrical combat experience.

In contrast, Call of Duty: DMZ focuses on a sandbox-style experience with freedom of choice and a wide variety of in-game missions. Its contracts, utility buildings, weapon cases, airdrops, and radiation spread mechanics offer multiple strategic paths and progression options. By introducing a diverse range of mission types, DMZ creates a dynamic gameplay ecosystem, encouraging player interaction, exploration, and self-directed progression. Its weaker long-term progression system makes it more accessible to casual players, aligning well with the core design philosophy of Call of Duty.

Three Key Descriptors for Each Game’s Mission Design:

Call of Duty: DMZ – Sandbox | Freedom | Casual

  • A variety of mission types and events create a sandbox-like, open-ended experience.

  • The de-emphasized long-term progression fosters a casual and low-commitment gameplay loop.

Hunt: Showdown – Linear | Competitive | Fair

  • The single in-match objective results in a linear gameplay structure.

  • The balanced bounty system and reduced input randomness create a competitive and fair asymmetric PvP experience.

Hunt: Showdown excels in delivering PvP intensity and competitive tension, leveraging its mission structure to organically escalate engagements and heighten player-driven conflict.

Meanwhile, Call of Duty: DMZ thrives on mission diversity and sandbox freedom, providing a flexible and dynamic experience where players can engage with the game at their own pace.

3.1 Further thoughts

Through the analysis of in-game missions and events in Call of Duty: DMZ and Hunt: Showdown, we can extract valuable lessons and inspirations for game designers. These insights highlight key considerations that can enhance game mechanics, player experience, and long-term engagement.

1. Defining a Clear Core Design Philosophy

Every game is built around a core design philosophy. Hunt: Showdown emphasizes PvP competitiveness, while Call of Duty: DMZ prioritizes freedom and variety.

For designers, having a well-defined and consistent core philosophy is crucial. This ensures that every gameplay system aligns with the game's vision, maintaining cohesion and player immersion. A clear design direction also helps developers make informed decisions and avoid feature creep that might dilute the game’s intended experience.

2. Balancing Randomness and Strategic Depth

Randomness can introduce unpredictability and excitement, but excessive randomness can diminish player agency and reduce the impact of strategic decision-making.

  • Hunt: Showdown balances randomness and strategy by using boss spawn locations and bounty contest mechanics to vary each match’s structure while maintaining strategic depth.

  • DMZ, on the other hand, introduces a vast number of missions and dynamic events, which can sometimes overwhelm new players, leaving them without clear direction or goals.

Designers must carefully balance these elements to ensure a rewarding experience—one that challenges players without making them feel powerless. Strategic depth should always remain intact, so that players feel in control of their choices and outcomes.

3. Catering to Different Player Archetypes

Players engage with games in different ways, and catering to multiple playstyles can create a more inclusive and engaging experience.

  • DMZ achieves this by offering a variety of contract missions and sandbox interactions, accommodating aggressive, passive, and mid-tier players.

  • Hunt: Showdown takes a more targeted approach, focusing on a specific competitive audience, strengthening player retention for its core player base while making the game less accessible to casual players.

This raises a fundamental design question: Should a game try to appeal to everyone, or should it double down on a specific target audience? While broader accessibility can increase player base, a niche focus can lead to higher player retention and stronger community engagement. Designers must carefully evaluate their game's audience and decide whether to diversify player experiences or refine a specialized one.

4. Dynamic Balancing and Information Transparency

Real-time balancing and information visibility play a crucial role in designing competitive engagements.

  • Hunt: Showdown effectively uses bounty visibility and clue collection to drive PvP engagements, while ensuring fairness through the bounty carrier’s wallhack ability.

  • In contrast, DMZ’s Weapon Case system lacks this level of balance, as the carrier becomes an exposed “sitting duck” with no compensatory advantages.

Designers should carefully consider how information transparency and real-time balancing impact player interactions. While asymmetrical combat can be engaging, it must be fair and provide counterplay—otherwise, it risks frustrating players instead of creating meaningful tension.

5. Combining Short-Term and Long-Term Progression

DMZ prioritizes short-term progression, offering instant rewards through in-match contracts and Buy Stations. This makes each match more dynamic, but it also reduces the long-term growth incentive.

Meanwhile, Hunt: Showdown focuses on long-term progression, with its ranking system providing players with sustained achievement goals.

For designers, blending short-term and long-term progression can maximize player engagement. Players should feel constantly rewarded in the moment while also having long-term goals that keep them invested. A well-structured growth system ensures that players stay motivated across multiple play sessions.

Final Thoughts

This concludes the comparative analysis of Call of Duty: DMZ and Hunt: Showdown. Through this breakdown, we explored how different mission systems influence player behavior, engagement, and strategy.

Both games showcase distinct design philosophies:

  • Hunt: Showdown leverages high-stakes PvP, structured objectives, and competitive depth to create a tense and rewarding combat experience.

  • DMZ offers sandbox-style freedom, diverse missions, and dynamic player interactions, making it a more flexible and exploratory experience.

By understanding these design choices, developers can apply these lessons to create better-balanced, engaging, and sustainable game systems.

Thank you for reading, and I hope this analysis provides valuable insights for game designers! 🎮

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