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Both PVP and PVE modes have their die-hard fans—they’re like the two ends of a stick. However, most of a game’s users fall into the "middle ground" category. The only difference among these middle-ground users is that some spend more time on PVP and less on PVE, while others do the opposite (more time on PVE, less on PVP). But there’s no need to force these middle-ground users, along with the die-hard fans at either end of the stick, to choose one mode or the other. For example, I might spend 70% of my time playing PVP and 30% on PVE, while someone else does the exact reverse. Why should we force users like this to make an "either-or" choice?
It's your assumption that most of a game's users fall into the middle ground category, but that isn't necessarily true. It depends on the game and we don't have the statistics or even a poll to confirm this for Battlefield 6.
Think of it like this, just because a player might spend 70% of the time playing PvP and 30% playing PvE, that says nothing about the available budget. If it requires 80% of the budget to create a PvP experience that can beat the competition and 40% of the budget to create PvE that's a commercial success, then you're stuck in a situation where you need 120% of the budget to do both.
Clearly these are just hypotheticals, but they do show why you can't always please everyone. Sometimes you need to make choices, even if that means that you'll lose some players.
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