The online multiplayer battle royale subgenre plowed into the gaming industry like an animal at full speed. PlayerUnknown’s Battlegrounds changed the genre and assisted in its global expansion, even though it may not have been the initial game to appear. After receiving numerous accolades and millions of downloads, PlayerUnknown’s Battlegrounds is still quite popular. The history of PlayerUnknown’s Battlegrounds is a contemporary love story between developers and gamers, with spectacular growth that is practically unrivaled.
Here’s a quick rundown of how PlayerUnknown’s Battlegrounds, the battle royale genre, or just this game’s story has unfolded: You and up to 99 other players are dropped onto a very big map at the beginning of the game from an airship. You can select the place on the map that you think is most appropriate for your next move and land there. The goal is to remain the last individual or team standing after you’ve fallen. The goal can be accomplished by scavenging for the greatest weapons and equipment available, discovering the most advantageous vantage points, and outperforming your opponents.
Up to 100 players compete in a battle royale deathmatch in PlayerUnknown’s Battlegrounds, a massively multiplayer online game in first- or third-person perspective. You can play as an individual, a couple, or a team of up to four players. Around the vast terrain, weapons, and equipment are dispersed in abandoned buildings, ghost villages, sheds, and warehouses. There are vehicles available to provide mobility. The playing region gradually decreases as it moves toward a random spot on the enormous map to keep the participants moving. Players who are discovered outside the “safe zone” suffer harm until they pass out or return to the zone. When one player or one team is the last one left, the game is over.
On stage comes Battle Royale
Now that you are aware of how the game functions, let’s discuss its development and history. DayZ: Battle Royale was created by game designer Brendan “PlayerUnknown” Greene in the early 2010s and was modeled after the 2000 Japanese film “Battle Royale,” in which a group of Japanese students are dumped on an island and forced to kill each other until only one remains. At the time, Greene was a resident of Brazil and enjoyed playing video games in a military setting. He wanted to design something with greater randomness because he felt that many existing online action games were too repetitive due to easy memorization of tiny areas and unvarying gameplay. A competitive game that can be played repeatedly.
In the past few years, the Battle Royale gaming genre has rapidly risen to the top due to its emphasis on survival, exploration, looting, and action. A concept since the Japanese film Battle Royale, although it really took off as a subgenre after the release of the Hunger Games films. Early game adaptations can be observed in the mods for ARMA 2 and Minecraft. However, the genre did not become a cultural sensation until the 2017 releases of Fortnite and PlayerUnknown’s Battlegrounds. The preferences of many gamers appeared to be open-world maps and high randomness.
Curious fans originally showed interest in Brendan Greene’s mod DayZ: Battle Royale for ARMA 2, but that curiosity quickly faded. However, Sony Online Entertainment had been keeping an eye on Greene’s work and, obviously pleased, offered him a position as a consultant for their upcoming game H1Z1, which has a battle royale premise. To focus on distinct facets of the genre, H1Z1 was separated into two separate games in 2016: H1Z1: King of the Hill and H1Z1: Just Survive. At the time of the breakup, Greene’s consulting period with Sony had come to an end, but he hadn’t given up on the genre. No, not in the least.
Chang-Han Kim, a South Korean video game producer, wanted his games to become well-known throughout the world. He recognized the potential in a genre that had started to gain some popularity in the West, but South Korea had thus far shown only lukewarm interest. Battle Royale was the category. After playing DayZ, Kim got in touch with its creator, Brendan Greene, and finally offered Greene a position as Creative Director at Kim’s business, Bluehole. Kim had the idea to create a brand-new Battle Royale with Greene. Guess what that idea might result in?
A new idea overtakes the world
You are correct! It was time for PlayerUnknown’s Battlegrounds. The game’s development started in 2016 and was supposed to be finished in 2017. Developing the game was a passion project for Bluehole, according to Greene, who worked long hours to make it the best it could be. The studio was able to hire more and more developers as the news of the development spread throughout the gaming community and generated excitement and enthusiasm.
In March 2017, an early-access beta was made available. After this, its popularity grew even more. Players had never played a game of this kind before, and they adored it to the fullest. The popularity among influencers and streamers, who regarded it as the ideal game for their Let’s Play videos, can be partially blamed for the increase in interest. Bluehole changed the name of their studio to PUBG Corporation after they saw how popular PlayerUnknown’s Battlegrounds may become. It was necessary given the interest’s quick increase. When the PC version of the game was officially published in December 2017, it became a huge hit. The next year saw the eventual release of it on mobile (Android and iOS) and console (Xbox One and PS4) platforms.
Even when the early access beta edition of PlayerUnknown’s Battlegrounds exceeded expectations, the newly renamed PUBG Corporation was taken aback by the surge of gamers. The current marketing tactic of allowing Let’s Players, broadcasters, and influencers to play the game on Twitch and other social platforms has been successful. Really big. Over a million copies of the game had been sold by the time early access was released, which was around a month later. Over five million players had purchased a copy after three months. Additionally, PlayerUnknown’s Battlegrounds had amassed over 30 million players by the time the full game was released, making it one of the all-time top-grossing video games. Mind-blowing!
Additionally successful was the free-to-play smartphone version of PUBG Lite. As of 2020, over 600 million people had downloaded the game, with China and India accounting for most downloads. Incredible, crazy figures
Since its early access release, PlayerUnknown’s Battlegrounds has experienced tremendous growth. both in terms of player count and inventiveness. It helped create the Battle Royale subgenre and has impacted countless video game creators. Among other honors, it has received awards for “Best Multiplayer Game,” “Best Ongoing Game,” and “Game of the Year.” It has a position in worldwide events and tournaments despite being unique compared to many other esports. Due to its unpredictability, user-friendliness, and replay value, PlayerUnknown’s Battlegrounds is enjoyable for both beginners and experts. Since Kim and Greene’s encounter, there hasn’t really been any room for doubt: PUBG has always been something fresh and unique, gratifying, and enjoyable—a modern classic.
Updates from the developers of the PUBG: Battlegrounds
In September of last year, we outlined our plans for PUBG: Battlegrounds gunplay development and unveiled a new theme: “diversity and opportunity.”
Today, we’d like to talk about the results that our development team has experienced. So far from our updates and the helpful modifications we’ve noticed in gameplay.
Data describing the main patterns in weapon use is contained in this communication. Some of these are being made available to the public for the first time. We also want to clarify the commitments we made in our previous development Letter. And thank you for your overwhelming support.
Before we proceed, let’s go over some background information on PUBG: Battlegrounds. The foundation of our game is choice. Players build their own situations by making split-second decisions, from the first parachute drop to looting, on-the-go strategizing, and ultimate survival. The gameplay revolves around the player’s ability to make choices and skillfully deal with the consequences. In this situation, having weapons is crucial. We believe that in addition to having a large range of weapons, there should be a strong metal. And balance to support them to provide an immersive gameplay experience. Additionally, we are aware that players invest a lot of time and energy into our game. And that occasionally our updates don’t live up to your expectations.
With this knowledge, we are determined to better comprehend your viewpoints throughout this year. As we consider modifications to weapon types and the meta. We pledge to be open and honest about our goals and results. Also to appreciate player feedback as much as we can, and to enhance the gameplay experience.
Addressing Gunplay Imbalances: Current Status and Strategies
Our development team has concentrated on building a balanced environment for weapon usage during the previous year and into this one. As far as we are aware, there have been instances when powerful guns like the M416 and SLR have been extremely well-liked options.
We think that situations where players repeatedly choose a small number of potent weapons could potentially reduce the overall fun of the game. We believe it is essential to increase the variety of feasible weapon options to improve and diversify the gaming experience.
While it was important to increase the potency of less common weapons in addition to ARs and DMRs. Our modifications have mostly concentrated on the weapons that players use most frequently. The goal of our work has been to establish a situation in which the decision between 5.56mm and 7.62mm guns is driven more by individual preference. And the nature of the conflict than by the perceived inherent superiority or inferiority of the weapon. To achieve this goal, the M416 has been balanced, and new alternatives like the Mk12 and ACE32 have been included. And the AUG has been made a world-spawn weapon.
We rigorously record every gameplay action that players take as we deploy these upgrades, converting this information into measurable metrics for ongoing evaluation. Beyond merely gathering data, our goal is to examine each update’s effects and represent them as impartially as we can.
We intend to address the issue of weapon imbalance through this development Letter. By looking at things like weapon usage rates and win percentages. We are also excited to share with you how far we’ve come in correcting these imbalances.
Increasing the Weapons Use Ratio
The ratio of all kills made with each weapon is known as the “kill ratio.” And it may be the most understandable number we have. We can get a clear picture of the overall trends in weapon use by combining data from all participants across all games. Additionally, variations in the “kill ratio” may reflect changes in how players perceive. And use weapons, indicating areas that may be particularly difficult to improve.
In our most recent Dev Letter, we promised to increase the excitement of gunplay in a more comprehensive manner. We now want to give you a sneak preview of our upcoming plans.
Our initial objective is to provide new options for gunplay by updating weapon categories or even more general trends.
Given the current equilibrium, we will continue to assiduously watch the use and effectiveness of widely used weapons. While also carefully examining those that are now used less frequently. This includes less-used AR and DMR weaponry as well as SMGs and LMGs, which consistently have lower usage rates overall. These unconventional weapons will be thoroughly examined and developed so that each one has its own distinct character and functionality.
Additionally, we want to limit any upgrades that can be upsetting for gamers, such as making too many changes to preferred weapons.
Some of this information has already been teased in earlier Dev Letters or on social media. Which might have piqued your interest in its upcoming release? We have carefully considered our options and are moving forward with this new venture based on the successes. We have had over the last two years.
Our goals go beyond merely introducing new components; instead, we’ll carefully balance them. So that they work in both Normal and Ranked Matches. We really appreciate your patience and understanding as we work toward the best results. Even if this may take some time.
Your curiosity regarding their upcoming release may be increased by the fact that some of these contents have previously been teased in earlier Dev Letters. Or on social media. We are moving forward with this new initiative only after careful consideration. And considering the successes we have achieved over the last two years.
In addition to introducing new aspects, our plans call for carefully balancing existing ones. So that they can be used in both Normal and Ranked Matches. While this may take some time, we truly appreciate your understanding. And patience as we work toward the best possible results.