We ve all thought it: what if we could cover our entire body in Plunkbat s stalwart frying pan? Why should we be limited to covering just our posterior, when surely the rest of us is just as in need of protection. That s the premise behind Darkflow Software s April Fools’ gag, which has since been transformed into a proper game, Cuisine Royale. Hunt down 99 other people, all while wearing a kitchen.
Playerunknown s Battlegrounds has been accused of being an asset flip because it uses pre-made objects that have been purchased from the Unreal marketplace. Knowing that a chair was sold on the Unreal marketplace and then put in the game shouldn t have a tangible impact, positive or negative, on anyone murdering their way through the massive warzones, but you ll still find plenty of Reddit posts taking issue with it. PUBG Corp recently decided to set the record straight.
As you stare out into the world, at the tumult and turmoil, perhaps you feel the only hope is to turn to the Steam Charts for its comforting predictability and stability. I’m sorry folks, but it’s all gone batshit crazy in here too. (more…)
During an interview with Geoff Keighley at E3, Brendan Greene, aka PlayerUnknown, talked about accusations his game is an 'asset flip' because it uses store-bought props. "That kills me a little inside," he said, "because I know we're not. We work with artists like Karol [Miklas] in Russia who does most of our vehicles, most of our buildings are hand-made by artists, and even foliage and stuff like that. Of course we use some props from marketplaces. We had to make a map within nine months and you don't do that without using the work of other artists but, for the most part, most of our stuff is made by hand. So I see these comments and I'm like, 'I want to kill you!'"
A video of that quote was posted to the PUBG subreddit under the heading 'Brendan Greene wants to kill me', and the response was predictable, with many taking it as an excuse to repeat criticisms about "lazy devs" and "bought assets". Eventually PUBG Corp.'s communications lead Ryan Rigney stepped in to explain things, talking through the creation of each of PUBG's maps. "Although a map like Miramar is a combination of in-house and external assets," he wrote, "the majority of the external assets are adjusted by our artists after the fact for visuals and for optimization/performance."
Rigney also quoted one of their art leads on the value of buying assets so they can concentrate their efforts elsewhere: "Why should one of my artists spend two weeks on a generic sculpt if they could instead spend that two weeks adding real value for players elsewhere? How many times should a telephone booth be modeled? How many times do we gotta sculpt a cash register?"
It's unlikely to have any effect on the conversation around 'asset flips', which is at this point just a stick angry fans use to beat games with rather than a meaningful criticism, but you can read Rigney's entire post below.
I keep seeing misinformation about this (including in the comments section here already), so I sat down with our lead artists to get their perspective. They shared a bunch of fascinating information, so I'm passing it on here for anyone who’s genuinely interested.
The first thing to understand is that if you’re just starting up a team, you’ve got to lean on asset store work because that's the only way you can spin up a game fast, and for a reasonable price, to quickly find the fun. Hiring an art team of 40 people to "try a game" and "see if it's fun" is simply not a smart way to work—this is what the asset store is for! It’s a great resource for teams that want to work smart.
From the beginning, our first map (Erangel) was a combination of in-house work at our HQ in Korea, some direct purchasing of assets, and outsourced art work from a team based in the American midwest. Basically, a few Americans built the Military Base on Erangel. That went so well that Korea decided to build a proper PUBG Corp. studio in Madison, Wisconsin for an in-house art team.
Our reasoning for starting up that new studio is the same reason we started up PUBG Corp. as a separate company: we want to build up our teams slowly but steadily, to ensure quality hires and good culture fits, because we want to build a global organization to support PUBG for the longterm.
Anyway, I'm getting riled up here lol. Back to the story. The Madison folks were doing great work, so they began to take on more and more worldbuilding work. Miramar came about as result of collaboration between the new, PUBG Madison team and the Korean team at HQ in Seoul.
As our in-house art teams built Miramar, they began to rely less on store-bought assets, although they continued to use them strategically, because it just doesn’t make sense to build everything in the game world yourself. We also re-used some things from Erangel in Miramar. One of our lead artists (a guy called Dave) puts it this way:
“Why should one of my artists spend two weeks on a generic sculpt if they could instead spend that two weeks adding real value for players elsewhere? How many times should a telephone booth be modeled? How many times do we gotta sculpt a cash register?”
Although a map like Miramar is a combination of in-house and external assets, the majority of the external assets are adjusted by our artists after the fact for visuals and for optimization/performance.
Because we’re steadily investing more and more in building our internal art teams (along with lots of other teams), Miramar used fewer external assets than Erangel, and Sanhok used fewer still. Our fourth map, the one coming out this winter, uses fewer still, but if we’re smart it’ll almost certainly still involve some mix of assets from different sources. This is a good thing.
These sorts of issues are pretty much always more complicated than the Reddit meme version of the story (“hehe XD asset flip”) so keep that in mind whenever you see someone telling oversimplified tales.
Thanks, Eurogamer.
The developer of PlayerUnknown's Battlegrounds has debunked what it calls "misinformation" and "oversimplified tales" about the way the game is developed.
The criticism here revolves around the re-use of certain assets across PUBG's maps, and the buying of pre-made assets from the Unreal marketplace. Posts like the one below occasionally pop up on the PUBG subreddit, alongside the accusation that the vast majority of the game's maps were bought-in. Some even accuse PUBG of being an "asset flip" game.
This debate kicked off again this week after PUBG creator Brendan "PlayerUnknown" Greene expressed his frustration at the "asset flip" jibe in an interview with Geoff Keighley at E3, saying it "kills me a little inside".
PlayerUnknown's Battlegrounds introduced map selection in April, which allowed players to choose between its Erangel and Miramar arenas for the first time. "We'll still have to keep a close eye on it," said developer PUBG Corp at the time, "since it could become problematic as new maps continue to be added."
Following its fourth round of testing, the developer says it will scale back map selection options when Sanhok lands later this month.
"It’s now become clear to us that these concerns were justified, and we’ve decided that we can’t support individual map selection for more than two maps," says the dev in this Steam Community update. "This is because map selection creates an essentially exponential increase in the number of total separate queues when combined with other queue options like party size and perspective.
"That means the matchmaking pool gets split into many small sections, making it nearly impossible to put together a match in at least some of those queues."
PUBG Corp vows to make Sanhok as accessible as possible—Sanhok proves that solo PUBG plays best on a small map, after all—but says Miramar and Erangel will again return to the same queue. This means players can no longer choose between the latter, and will instead be allocated at random should they select this queue.
"Choosing both queues means you’ll randomly be dropped into one of the three maps currently in the game," the post adds.
Read more on the above in this direction. As Chris reported from E3, PUBG's winter map will be somewhere between Miramar and Sanhok in size.