I just bumped into this Article https://www.theguardian.com/technology/2014/jul/14/single-player-gamers-destiny-solo-activision-grand-theft-forza While it is from 2014, I think the arguments reviewed in it are still all valid... Particularly, I found enlightening this section... "I don't have the time to get good at Call of Duty" This need to condense gaming sessions into narrow periods of valuable free time is another reason why plenty of people – especially those with kids and careers – want to play alone, in their own way, at their own pace. "Having a job and an adult life means I can't start playing a game on the day of release, and be up to level 45 by the end of that weekend," says Richard Hancock, a local radio producer. "Sticking with the single-player, finishing it, and then moving on to the next game also allows me to play a wide range of titles, rather than spending all year playing the same game, just waiting for the next map-pack to freshen things up." Another big factor is alienation from the online gaming community. Multiplayer shooters particularly are dominated by young men trash talking each other, often with sexist, racist and homophobic slurs. The experiences some people have had while trying games like Call of Duty and Halo online have put them off forever. "Playing with jerks is no fun," says internet cartoonist and keen gamer Jeffrey Jaques. "Having a stoned college kid tell me I suck and can’t fucking shoot when I’m just learning an FPS is no fun. Being stuck at level 40 in World of Warcraft when all my friends are level 60 and don’t have time to help me catch up is no fun. Having to play any multiplayer game for 25 hours a week to remain competitive ... that's not fun, that's an unpaid part-time job." The problem with games that have PvP and, thus, competitive confrontation, is that they put, one against the other, players with different lives, different time that they can spend in a game to "get better" and all that. Yet, also these players who cannot spend much time in the game, because of their real lives, would want to enjoy playing them. Yet, if they are continuously disrupted in their gameplay by other players who, having more time to spend playing a game, can obviously get better and learn all of the ins and outs of it, have time to check Web sites listing anything about that game and all that, the enjoyment of these players soon ends in frustration and, guess what ? They do not find enjoyment in logging in and thus leave the game.... And the game becomes a niche for hard core only PvP players.... I particularly found a good summary of the issue the phrase "Having to play any multiplayer game for 25 hours a week to remain competitive ... that's not fun, that's an unpaid part-time job." I think, personally, that it sums up pretty well what the core of the matter really is. A grand majority of players simply cannot afford such an "unpaid part-time job" playing a video game.... they only want to have fun in the whatever little time they may have to spend logged in it. Otherwise, they go elsewhere, I imagine.... Considering how all of these PvE players are the grandest majority, to my understanding, it thus is very important that the PvE component, and number of Star Systems where such gameplay will be able to take place being quite well shielded from PvP, be a numerous one so as to permit to cater to such a vast majority of PvE players. And this, I think, is quite important for the better sake of Star Citizen as a whole. If Star Citizen's players base will be composed, for the most part, by casual players who have a life that is busy and with little time left for gaming, and just want to log in it from time to time and occasionally have some fun and enjoy playing the game the way that they like, THEN, I would say, the PvE component that will secure these casual players away from PvP should be very strong and with a large playing Environment. Otherwise, if Star Citizen does not intend to cater to casual, PvE players, but aims at becoming a niche product for a smaller number of hard core PvP players, it would then be a different story.... then its Design could just let PvP run wild and see most of the PvE players go elsewhere... What do you want for Star Citizen's Persistent Universe, dear CIG's Developers ? A game that a very large players' base including lots of PvE casual players might want to play, or a niche PvP game for a limited number of hard core PvP players ? We'll see, I guess, eventually, what Star Citizen's Persistent Universe will turn out to be like, given the Design that it is being given to it.