Usuari:Redtrevius/Playerunknowns battlegrounds

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Redtrevius/Playerunknowns battlegrounds

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DirectorBrendan Greene

PlayerUnknown's Battlegrounds (PUBG) is a massively multiplayer online battle royal video game developed and published by Bluehole for Microsoft Windows and Xbox One. The game is based on battle royal-style game mods previously developed by Brendan "PlayerUnknown" Greene for other games, but expanded into one standalone game under Greene's creative direction. In the game, up to one hundred players parachute onto an island and scavenge for weapons and equipment to kill others while avoiding getting killed themselves. The available safe area of the game's world decreases in size over a match, directing surviving players into tighter areas and forcing encounters. The last player or team standing wins the round.

The game was released on Steam's early access program in March 2017, selling over four million copies within three months. Bluehole plans console releases following the full release of the Windows version, with an Xbox One version by the end of 2017, and for the PlayStation 4 at a later date.

Gameplay modifica

Battlegrounds is an action game in which up to one hundred players fight in a battle royal, a type of large-scale deathmatch where players fight to be the last alive. Players can choose to enter the match solo, or with a small team of two or four people. In either case, the last person or team left alive wins the match.

Each match starts with players parachuting onto an island, approximately 8 per 8 quilometres (5.0 × 5.0 mi) in size,[1] from a plane without any items outside of customizable clothing options that they select prior to a match. Once they land, players can search buildings and other sites to find weapons, vehicles, armor, clothing, and other equipment. These items are distributed throughout the map at the start of a match, with certain high-risk zones having better equipment.[2] Players then proceed to either stay hidden to avoid being killed or hunt down other players whilst continuing to search for more equipment. Killed players can be looted to acquire their gear as well. At random, a plane will fly over various parts of the playable map and drop a loot package containing items which are normally unobtainable during normal gameplay. The package also emits a highly visible red smoke, drawing interested players near it.[2] Players can opt to play either from the first-person or third-person perspective, each having their own advantages and disadvantages in combat and situational awareness.[2]

Every few minutes, the playable "safe" area of the map begins to shrink down towards a random location, with any player caught outside the safe area taking damage over time and eventually being eliminated; in game, the players see this as a shimmering blue wall that contracts over time.[3] This forces players into more confined areas and increases the chance of encounters with the surviving players. During the course of the match, random regions of the map are highlighted in red and bombed, posing a threat to players that remain in that area.[4] In both cases, players are warned a few minutes before these events, giving them time to relocate to safety. On average, a full round takes no more than 30 minutes.[5]

At the completion of each round, players gain in-game currency based on how long they survived, and how many other players they had killed. The currency is used to purchase crates which contain cosmetic items for character customization.

Development modifica

Lead designer Brendan Greene, better known by his online handle PlayerUnknown, had previously created the ARMA 2 mod DayZ: Battle Royale, an offshoot of popular mod DayZ, and inspired by the film Battle Royale.[6] At the time he created DayZ: Battle Royale, Greene had been living in Brazil as a photographer, graphic designer, and web designer, and played some video games such as Delta Force: Black Hawk Down and America's Army. The DayZ mod caught his interest, both as a realistic military simulation and its open-ended gameplay, and started playing around with a custom server, learning programming as he went along.[7] Greene had been inspired to create the Battle Royale mod as he found that in most multiplayer first-person shooter games, there was too much repetition, as maps were small and easy to memorize. He wanted to create something with more random aspects so that players would not know what to expect, creating a high degree of replayability; this was done by creating vastly larger maps that could not be easily memorized, and using random item placement across it.[8] Greene also was inspired by an online competition for DayZ called Survivor GameZ, which featured a number of Twitch.tv and YouTube streamers fighting until only a few were left; as he was not a streamer himself, Greene wanted to create a similar game mode that anyone could play.[8]

When DayZ became its own standalone title, interest in his ARMA 2 version of the Battle Royale mod trailed off, and Greene transitioned development of the Battle Royale mod to ARMA 3.[7] Sony Online Entertainment (now the Daybreak Game Company) had become interested in Greene's work, and brought him on as a consultant to develop on H1Z1, licensing the Battle Royale idea from him.[7] In February 2016, Sony Online split H1Z1 into two separate games, the survival mode H1Z1: Just Survive, and the battle royal-like H1Z1: King of the Kill, around the same time that Greene's consultation period was over.[9]

Separately, the South Korean studio Ginno Games, led by Chang-han Kim and which had developed massively multiplayer online games (MMOs) for personal computers, had been acquired in January 2015 by Bluehole, a major publisher of MMOs and mobile games.[10][11] Kim recognized that producing a successful game in South Korea generally meant it would be published globally, and wanted to use his team to create a successful title for personal computers that was following the same model that other mobile games published by Bluehole had found. He had already been excited about making a type of battle royal game after he had played DayZ, in part that the format had not caught on in Korea. He also wanted to make this through an early access model and have a very limited development schedule to get the game out as fast as possible, while treating the product as a "game as a service" model to be able to support it for many years.[10] In researching what had been done, he came across Greene's mods and reached out to him.[10]

Around the same time that Greene had left Sony Online, Kim contacted and offered him the opportunity to work on a new battle royal concept. Within a week, Greene had flown out to Bluehole's headquarters in Korea to discuss the options, and a few weeks later, became the creative director of Bluehole. He moved to South Korea to oversee development.[8] According to Greene, this was the first time a Korean game studio has brought aboard a foreigner for a creative director role, and while a risk, he states his relationship with Bluehole's management is strong, allowing Greene's team to work autonomously with minimal oversight.[5]

Development began in early 2016, with plans to have the game ready within a year.[12] Kim served as executive producer for the game.[8] Bluehole started with a team of about 35 developers supporting Greene's work, but which as of June 2017 has expanded to 70 and expected to increase again to 90 with a new studio based in Madison, Wisconsin;[13] Greene said that many of these developers are voluntarily putting in longer work hours into the game due to their dedication to the project and not by any mandate from Greene or Bluehole's management.[8][14] In addition to Bluehole, Greene also credits Bohemia Interactive, the developers of ARMA and DayZ, for support with motion capture animations via their Prague studio.[14][13]

Design modifica

Battlegrounds represents the standalone version of what Greene believes is the "final version" of the battle royal concept, incorporating the elements he had designed in previous iterations.[5][15] Faster development was possible with the game engine Unreal Engine 4, compared with ARMA and H1Z1, which were built with proprietary game engines. Greene acknowledged that implementing the size of the maps in Battlegrounds has been one of the challenges with working with Unreal, which is not well-suited for such maps out-of-the-box.[5][7] The game was designed as a mix between the realistic simulation of ARMA 3 and the arcade-like action focus and player accessibility of H1Z1.[4][8]

Based on Greene's experience with the genre, an island with many terrain features was picked as the first map. The map design scope was to offer players many possible options for strategic and unique gameplay.[3] Some buildings and structures were designed to depict the style of the brutalist architecture of the Soviet Union during the 1950s. The developer team then playtested architecture features and random item placement systems, looking at both how close-quarters encounters went, and for open terrain areas.[3] The goal was then to optimize the right distribution and placement of weapons and gear across the map, to encourage players to make strategic decisions about how to proceed in the game without overly penalizing players that may not find weapons within the first few minutes of a round.[5] As of May 2017, two additional maps are currently under development: one set on a fictional island in the Adriatic Sea that had part of the Yugoslavian territories which will include snow-covered areas, and a second set in the remains of a desert city in Peru that has been ravaged by war and sandstorms.[16][13]

The freefall from an airplane at the start of each match was a new feature for the genre, to encourage strategy between staying with the pack of players or seeking out one's own route for a better chance at finding good loot.[5]

Among features that Greene anticipates adding include custom games, modding support, and means to incorporate the game with streaming services like Twitch.tv that would enable replays or other features amenable to treating Battlegrounds as an eSport.[5][8] He also plans on introducing microtransactions to allow players to use real-world funds to purchase loot crates that provide randomly-selected cosmetic items (aka "skins") which they can then trade with other players; while Greene recognized the issue with skin gambling, he believes that Valve had since put safeguards in place to support a "skin economy" that will provide further revenue for them without concerns over gambling.[17] Greene anticipates adding a campaign mode with co-operative player support, though there would be "no serious lore" crafted for the narrative, comparing this to similar modes in Watch Dogs.[18] The developer plans regular content and balance updates following full release.[19][4][12]

The game, while in early access, has already received alternate gameplay modes created by players, determined by unenforceable rules that players agree to abide by, that have been popular with streamers. This was aided by a quiet release of custom server support to a number of influential streamers which subsequently made it into public release.[14] In one case, "Zombie Mode", all but four players pretend to be zombies, who may sometimes distinguish themselves by removing all clothing and are limited only to collecting melee weapons and consumable items, and must rush to attack the other four players, who are able to collect all gear and attempt to outrun and defeat the zombies.[20] Inspired by this mode, Greene announced plans to introduce an official zombie-based gameplay mode based on this into Battlegrounds.[21] Whereas most of the rest of the team continued to develop the core gameplay and maps, Greene is taking on the zombie mode as a near solo project, only using the assistance of the lead animator to help with the zombie animations.[13] Greene sees Battlegrounds as a platform, and would like to see more custom game types and mods developed by players for it.[7] Greene identified that some mods that he also previously worked on from 'ARMA 3 may become part of the Battlegrounds platform.[7]

Release modifica

Bluehole used closed alpha and beta periods with about 80,000 players, including popular streamers, to gauge initial reaction to the gameplay and adjust balance prior to a wider release.[8][22] The early access phase on Steam began in March 2017 for the Windows version.[23] This early access period was planned to last approximately six months, aiming for a September 2017 release.[23][24] In July 2017, Greene announced that they would need to extend the early access period by a few months, continuing to release updates on a regular basis, with plans to still release by the end of 2017, as committing to this original period "could hinder us from delivering a fully featured game and/or lead to disappointment within the community if the launch deadline is not met".[25] Initially, Bluehole had expected that they would just gain enough players through early access to smooth out the gameplay, and only when the game was completed, they would have started more marketing for the title. The sudden interest in the game from early access exceeded their expectations, and put emphasis on the stability of the game and its underlying networking alongside gameplay improvements.[22]

Bluehole plans to port the game to consoles, which will be released sometime following the completion of the Windows release, with the company already having a team starting on the Xbox One port.[26] Greene was part of Microsoft's press conference during Electronic Entertainment Expo 2017 to announce that Battlegrounds would be coming to Xbox One as a timed console exclusive sometime by the end of 2017.[27][28] Kim says they anticipate using the Xbox Game Preview early access approach to roll out and test the game on the Xbox One console.[22] Kim has also said that a PlayStation 4 version is planned; Bluehole's head of global business Woonghee Cho stated that because of Microsoft's assistance and suggestions for supporting Battlegrounds, the title will be a timed console exclusive for the Xbox One.[29][30] Kim says that they are interested in cross-platform play between computers and console versions, but do not anticipate this as a release feature since they need to determine how to mitigate the advantage keyboard-and-mouse players would have over those using controllers.[22]

Professional competition modifica

To celebrate the game surpassing two million copies sold, Bluehole announced a 2017 Charity Invitational event, inviting 128 players to compete over their official Twitch.tv channel to raise money for the Gamers Outreach Foundation, with Bluehole matching all donations up to US$100,000Plantilla:US$ amb paràmetre no numèric, vegeu la documentació.[31] The competition ran in early May 2017, and raised at least US$120,000Plantilla:US$ amb paràmetre no numèric, vegeu la documentació from viewers along with Bluehole's US$100,000Plantilla:US$ amb paràmetre no numèric, vegeu la documentació match, and served as a prototype for future eSports events.[32]

Reception modifica

In early access modifica

As an early access title, most video game websites opted not to give a detailed review, though highly praised the game. Chloi Rad of IGN gave Battlegrounds a preliminary 9.0/10 rating, calling it "a tight, focused, and no-frills experience that places it leagues above the competition".[33]

Battlegrounds made US$11 millionPlantilla:US$ amb paràmetre no numèric, vegeu la documentació in the first three days of its early access release.[34] By the second week of April 2017, the game had sold over one million copies, with a peak player count of 89,000,[35] SuperData Research estimated that the game's April sales exceeded US$34 millionPlantilla:US$ amb paràmetre no numèric, vegeu la documentació, putting it as one of the top 10 highest grossing revenue games for the month and exceeding revenue from Overwatch and Counter-Strike: Global Offensive.[36] By May 2017, the game had sold over two million copies, with total gross revenues estimated at US$60 millionPlantilla:US$ amb paràmetre no numèric, vegeu la documentació.[37][26] Within three months of early access release, it had surpassed four million units sold,[38] and Bluehole announced it had exceeded $100 million in sale revenue.[39]

Several journalists commented on the game's rapid growth towards a large player base for a game that was still in early access. IGNPlantilla:'s Rad believed that the popularity of the game was due to its fast-paced nature compared to similar type games available at the time, such as H1Z1 and DayZ. She thought that the design balanced the solitary periods when the player is scavenging or sneaking around with those of being in combat with others, and the approach is readily accessible to new players with very little dead time to get into a new match.[40] Andy Moore for Glixel considered that BattlegroundsPlantilla:'s popularity comes from how the game encouraged players to engage due to the situation they are placed in rather than from the player's own disposition, comparing it to the Stanford prison experiment, and thus able to capture the interest of players that may normally eschew these types of games.[41]

Rock Paper ShotgunPlantilla:'s Michael Johnson described Battlegrounds as "a tactical shooting sandbox, a story generator, and a horror game all in one, providing some of the highest highs in multiplayer gaming", as reason for its popularity.[1] Rob Zacny for Waypoint found that Battlegrounds offered the same type of entertainment experience for viewers that many other player-vs-player survival games have, but because of the lack of persistence, players were more likely to experiment with resources rather than hoard them, leading to humorous or unexpected situations that are often absent in survival games and making the title more enjoyable to watch and play, leading to its popularity.[42] Jeff Grubb of Venture Beat considered Battlegrounds as a paradigm shift in the first-person shooter market similar to how Call of Duty 4: Modern Warfare also changed the landscape of shooters when it was released in 2007, and believed it did this by being an anti-Call of Duty in terms of pacing and strategy.[43]

References modifica

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  2. 2,0 2,1 2,2 Carter, Chris. «Understanding Playerunknown's Battlegrounds». Polygon, June 9, 2017. [Consulta: June 9, 2017].
  3. 3,0 3,1 3,2 Bradley, Alan. «Designing the giant battle royale maps of Playerunknown's Battlegrounds». Gamasutra, April 27, 2017. [Consulta: April 27, 2017].
  4. 4,0 4,1 4,2 Marks, Tom. «Battle Royale modder Brendan Greene on his official H1Z1 mode». PC Gamer. Future US, January 21, 2015. [Consulta: June 29, 2017].
  5. 5,0 5,1 5,2 5,3 5,4 5,5 5,6 Batchelor, James. «PlayerUnknown Battlegrounds dev: "I want to find the next me"». GamesIndustry.biz, April 26, 2017. [Consulta: April 26, 2017].
  6. Greene, Brendan. «INVEN Game Conference Talk». PlayerUnknown's Battlegrounds, February 15, 2017. [Consulta: June 8, 2017].
  7. 7,0 7,1 7,2 7,3 7,4 7,5 Smith, Graham. «PlayerUnknown’s Battlegrounds interview: New modes, modding plans, and his meteoric rise». Rock Paper Shotgun, July 5, 2017. [Consulta: July 5, 2017].
  8. 8,0 8,1 8,2 8,3 8,4 8,5 8,6 8,7 Forward, Jordan. «Getting to know PlayerUnknown». PCGamesN, May 19, 2017. [Consulta: May 19, 2017].
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  11. Sung-won, Yoon. «Korean survival shooter tops global game chart». The Korea Times, April 3, 2017. [Consulta: April 3, 2017].
  12. 12,0 12,1 Higton, Ian. «Battlegrounds' PlayerUnknown and the future of Battle Royale». Eurogamer, April 10, 2017. [Consulta: April 12, 2017].
  13. 13,0 13,1 13,2 13,3 Peel, Jeremy. «The secret to PlayerUnknown's Battlegrounds' success? There isn't one». PCGamesN, June 29, 2017. [Consulta: June 29, 2017].
  14. 14,0 14,1 14,2 Hall, Charlie. «A fireside chat with the creator of Playerunknown's Battlegrounds». Polygon, June 20, 2017. [Consulta: June 20, 2017].
  15. Grayson, Nathan. «The Modder Behind PlayerUnknown's Battlegrounds, A Game That Just Sold A Million Copies». Kotaku, April 10, 2017. [Consulta: April 12, 2017].
  16. Tack, Daniel. «Exclusive Details On New Maps Coming To PlayerUnknown's Battlegrounds». Game Informer, May 11, 2017. [Consulta: May 11, 2017].
  17. Kerr, Chris. «'Skin economy is a good thing,' says Playerunknown's Battlegrounds creator». Gamasutra, May 7, 2017.
  18. Carter, Chris. «PlayerUnknown plans on adding replays and possibly a campaign for Battlegrounds». Destructoid, May 29, 2017. [Consulta: May 29, 2017].
  19. Nunneley, Stephany. «PlayerUnknown's Battlegrounds receives first patch with more coming on a regular basis». VG247, April 1, 2017. [Consulta: April 12, 2017].
  20. Alexandra, Heather. «Players Are Turning Battlegrounds Into A Zombie Nightmare». Kotaku, May 22, 2017. [Consulta: May 22, 2017].
  21. Reilly, Luke. «Battlegrounds Getting Player-Controlled Zombies». IGN, June 14, 2017. [Consulta: June 14, 2017].
  22. 22,0 22,1 22,2 22,3 Donaldson, Alex. «How PlayerUnknown’s Battlegrounds went from scrappy mod to one of the games of 2017». VG247, June 27, 2017. [Consulta: June 27, 2017].
  23. 23,0 23,1 Livingston, Christopher. «PlayerUnknown's Battlegrounds is now available on Steam Early Access». PC Gamer. Future US, March 23, 2017. [Consulta: June 29, 2017].
  24. Livingston, Christopher. «PlayerUnknown's Battlegrounds will hit Early Access on March 23, and here's the official trailer». PC Gamer. Future US, March 9, 2017. [Consulta: June 29, 2017].
  25. Hood, Vic. «PlayerUnknown's Battlegrounds full launch delayed to end of 2017». Eurogamer, July 7, 2017. [Consulta: July 7, 2017].
  26. 26,0 26,1 Gilbert, Ben. «The crazy new game that pits 100 people against each other on a deserted island will come to consoles». Business Insider, May 4, 2017. [Consulta: May 5, 2017].
  27. Grubb, Jeff. «PlayerUnknown's Battlegrounds comes to Xbox One X». Venture Beat, June 11, 2017. [Consulta: June 11, 2017].
  28. Lemon, Marshall. «PlayerUnknown's Battlegrounds' console launch will be Xbox One exclusive». VG247, June 11, 2017. [Consulta: June 12, 2017].
  29. Ashcroft, Brian. «Battlegrounds producer Chang-han Kim reportedly told Inven,». Kotaku, March 30, 2017. [Consulta: June 18, 2017].
  30. Grubb, Jeff. «Bluehole built PlayerUnknown’s Battlegrounds’ for livestream viewers». Venture Beat, July 6, 2017. [Consulta: July 7, 2017].
  31. Williams, Mike. «PlayerUnknown's Battlegrounds Celebrates 2 Million Sold With Charity Tournament». USGamer, May 2, 2017. [Consulta: May 2, 2017].
  32. «Playerunknown's Battlegrounds' 2017 Charity Invitation raises over $220,000 for Gamers Outreach». Esports-Pro.com, May 5, 2017.
  33. Rad, Chloi. «PlayerUnknown's Battlegrounds Early Access». IGN, May 22, 2017. [Consulta: May 22, 2017].
  34. Kerr, Chris. «Playerunknown's Battlegrounds pulls in over $11 million in three days». Gamasutra, March 27, 2017. [Consulta: April 12, 2017].
  35. Livingston, Christopher. «PlayerUnknown's Battlegrounds has sold 1 million copies». PC Gamer. Future US, April 10, 2017. [Consulta: June 29, 2017].
  36. Burns, Ben. «PlayerUnknown's Battlegrounds made $34 million in April, more than Overwatch or CS:GO». PCGamesN, May 25, 2017. [Consulta: May 25, 2017].
  37. Porter, Matt. «PlayerUnknown's Battlegrounds Hits 2 Million Copies Sold». IGN, May 2, 2017. [Consulta: May 2, 2017].
  38. Newhouse, Alex. «Playerunknown's Battlegrounds Passes 4 Million Copies Sold». GameSpot, June 22, 2017. [Consulta: June 22, 2017].
  39. Grubb, Jeff. «PlayerUnknown's Battlegrounds surpasses $100 million in revenue». Venture Beat, June 23, 2017. [Consulta: June 23, 2017].
  40. Rad, Chloi. «Why 1 Million People Play PlayerUnknown's Battlegrounds». IGN, April 18, 2017. [Consulta: April 18, 2017].
  41. Moore, Andy. «Learning to Love the Masochism of 'Playerunknown's Battlegrounds'». Glixel, April 21, 2017. [Consulta: April 21, 2017].
  42. Zacny, Rob. «A Murder-Car in 'BATTLEGROUNDS' Captures Why Its Mayhem Works». Waypoint, April 24, 2017. [Consulta: April 24, 2017].
  43. Grubb, Jeff. «PlayerUnknown’s Battlegrounds is the most important shooter since Call of Duty 4: Modern Warfare». Venture Beat, July 3, 2017. [Consulta: July 4, 2017].

External links modifica