PUBG: BATTLEGROUNDS

If Brendan Greene actually did run naked across E3's showfloor, I reckon PlayerUnknown's Battlegrounds would only sell more copies than it already has. In just four months, the battle royale shooter has accrued over six million sales—and has surpassed the likes of Fallout 4 and GTA 5 so far as peak player records are concerned—which is pretty good going for a game still living in Early Access. 

By the time the next E3 rolls around, PUBG should be well into full release, and while creator Brendan Greene first suggested he and his team required just six months to grow the game pre-launch, he recently admitted "Q4" was a more realistic target window. This pushes the game by just a few more months, however Greene puts his initial optimism down to his own naivety.   

"Oh yeah, I'm very confident," Greene tells me when asked if launch before the end of the year is feasible. "I made promises when we started development in a range of things. That came from naivety on my part—I don't have a lot of experience of the industry, and making games is quite hard at times. Plans change, things have to be tested, things need to be added to make sure that when we do get to full release at the end of the year that everything works well."

Greene notes that despite his earlier six month suggestion, his latest estimation doesn't extend the game's launch timeframe by an inordinate amount. Tying themselves to a specific month risks leaving certain features behind, says Greene, and he's most interested in delivering the features he and his team have said they would in a more responsible manner. 

Throughout, he praises the hardworking nature of the Bluehole staff, how lucky a position he's now in, and how the game is better than him as an individual. 

"I'm lucky to be where I am. As much as I might moan about [eg constant travelling], I'm so lucky to be doing this. It's been an amazing four months," Greene explains. "I think a lot of people don't realise it's been that short and a lot of the complaints that we receive, we sometimes try to remind people we've been out four months and that this is a work in progress. 

"We've tried to be open about our development and really show people how games are made. We've got about nearly 100 people on the team now in Korea and maybe another ten in Madison. But the people who work on content are a very small part of the team. It's a credit to our boss, he's focusing on expanding and getting a team together so that we can create this service for the next five to ten years or thereafter. 

"I can never say how lucky I am enough to have found this team. I could run naked through E3 and make the biggest PR disaster of all time and the game would still be finished. That's the beautiful thing: the game will be complete, the game will be finished, the game will be fine no matter what I do. I'm so lucky to have that, I can't express how thankful I am of the team."

Greene adds that everyone is entitled to their opinion and that while everyone can't always agree within the online spectrum, his focus remains locked on getting PlayerUnknown's Battlegrounds finished. "And no matter what drama is surrounding the game," he says "we're still focused on making the game."

All going to plan, PUBG will launch in full by the end of 2017. 

PUBG: BATTLEGROUNDS

As you might have spied a couple of weeks back, we caught up with former NFL star-turned-Hollywood actor Terry Crews about his newfound love of PC gaming. Prior to the interview, I planned to ask Brooklyn Nine-Nine's Sergeant Jeffords if he'd ever played PlayerUnknown's Battlegrounds. He instead beat me to it, billing Bluehole's runaway success as his favourite game at the moment by his own volition. 

Shortly after we posted the interview, PUBG's creator Brendan Greene tweeted this: "Holy shit! One of my favorite actors plays my game!! Thanks @terrycrews <3"

"It's crazy," Greene tells me over Skype. "Ever since Arma 2 Battle Royale and Arma 3 BR, I've had internet famous people playing the game. But to have an actual celebrity who is genuinely famous worldwide? It blows me away. I think I saw that Alan Tudyk played on Machinima, he's a console player and couldn't quite get used to the controls, but seeing people like that, people I admire, playing my game it just warms the heart."

Terry Crews' foray into PC gaming was spurred by an equally heart-warming display of father-son bonding. Likewise Crews' passion for our platform of choice has been at times adorable, however I ask Greene which other celebs he'd like to see locking and loading in PUBG's murdergrounds. 

"Oh… well I'd love to see my captain Jean-Luc playing but that would probably never happen," says Greene. "It's not like me being starstruck, although Terry followed me on Twitter which blows me away. That's like: fucking hell. I'm trying to think which celebrities to say here, I don't watch a lot of TV. The reason I like Terry Crews is because I watch Brooklyn Nine-Nine on repeat I love that show. It helps me go to bed at night as I've got a small bit of tinnitus in one ear due to DJ'ing too much. I could repeat half the phrases in it."

Greene adds: "I can't think of any celebrities, though, it's like when someone asks you what your favourite tune is, there's just too many to choose from. Terry seems like a genuinely nice guy. But I imagine you find that with a lot of stars. When I was a DJ I went to the winter music conference in Miami one year and got to meet my heroes - DJs that I fucking loved - and they were all just lovely people. They love what they do, and I'm lucky to be in a position where I get to do something that I love. You have to be nice!"

If you're reading this, Sir Patrick Stewart, PlayerUnknown's Battlegrounds currently lives in Early Access and is due to launch in full in "Q4, 2017".

PUBG: BATTLEGROUNDS - contact@rockpapershotgun.com (Alice O'Connor)

The latest big ‘monthly’ update to early access Battle Royale ’em up Playerunknown’s Battlegrounds [official site] may have been delayed to this Thursday but the wait will be worth it: the patch will finally add Plunkbat’s Blue Hi-top Trainers to the pool of permanent unlockable clothing. In this hell of xtreme ’90s fashion, at least we’ll have good shoes every round. Oh, and the update will also add first-person-only servers, and a field of view slider, and performance optimisations, and Brendan ‘Playerunknown’ Greene has apologised for how poorly they handled announcing this update’s paid cosmetic crate, but the important point is: unlockable Blue Hi-tops. (more…)

PUBG: BATTLEGROUNDS - PLAYERUNKNOWN
Players,

Today we will look at what we have updated in our 4th monthly update.

But before doing so, I feel that I am indebted to our fans and community to address to the reaction we have been receiving regarding our soon-to-be-tested “crate and key system”.

While our intention was and still is to add the full feature to the game when we move into actual release, we do need to test it prior to launch and at Early Access so that it is stable and ready to be fully introduced to our community. The idea of testing, prior to full implementation, is at the heart of adding every new game feature in our game, and this includes the crate and key system which we believe will serve as the foundation of a healthy economy after launch. This is an economy that would and should benefit all players - both who are willing to pay and who are not willing to pay for vanity items. It is important that all our players are able to enjoy the various items that will be provided for customization, and it is even more crucial that we have a stable self-sustaining economy that maintains the value of the items you have purchased or gained.

I do understand your concerns about the system, but I feel testing for a sturdy economy on the Steam Marketplace is necessary at this stage and ultimately beneficial for the game. And once again, this is a purely optional system, and you are not forced into participating if you do not feel like it. You will still get a fully featured game, with a polished Battle Royale game-mode, a wide variety of weapons and vehicles to play with, stat tracking, ranking and leaderboard systems, 2D and 3D replays and much more.

But still, I must admit that our messaging wasn’t very clear, so I extend my sincere apologies for the confusion caused. The process of communicating our intentions precisely to our fans and communities should have been done in a more careful and prudent manner. I’ve learned a lot, and we’ll try to communicate better moving forward.

Having said, please allow me to further elaborate on the crates and how it works.

Like the current free-to-open system, you will be limited in the number of crates you can receive each week, with the crate prices being reset each Monday. Currently, this limit is set to 6 crates per week, and you are free to trade them on the Steam Marketplace. I also want to point out that the full cosmetic system is still being discussed internally, and we are taking your concerns into consideration when it comes to the ability to get free cosmetics by playing the game.

Now onto the new crates themselves. Here is a look at some of the items available in the 2 free-to-open crates.

Survivor Crate [free-to-open]



Wanderer Crate [free-to-open]



Now onto our 4th monthly update!

The monthly update will be pushed to the Public Test Server in about 1 hour at 5PM KST / 8AM UTC, as we need some extra time to test the new 1st person view before updating the live servers later in the week.

Early Access - Month 4 - Patch Notes

Server Optimization
  • Optimized fences, doors, and windows
  • Optimized vehicle physics
Client Optimization
  • Optimized memory usage for world objects
  • Optimized terrain rendering
  • Optimized vehicle physics
  • Optimized User Interface
New Items
  • Added new weapon Mk14 EBR. Mk14 EBR is a Designated Marksman Rifle that can only be obtained from Carepackages. This weapon is chambered for 7.62mm and sniper rifle attachments
Character
  • Added two new face presets and hairstyles to character customization for both genders
Gameplay
  • Added 1st Person server options to NA and EU Solo and Duo game-modes
  • Players who choose 1st Person mode will be matched together
  • Character view is set to 3rd Person mode in starting airplane and during free fall from the airplane. This will be set to 1st Person only in a future update
  • Camera will stay still while looting items to prevent dizziness
  • Added a new feature to report players
  • Some people killed knocked-out teammates in order to avoid giving kill count to an opponent who knocked them down. Now the kill count will still go to the opponent in this specific case.
  • Added new animation when using different consumables
  • Improved camera transition when disabling Free look feature (Alt Key)
  • Decreased the reload time of VSS
  • Players may now re-enter games if they have been disconnected mid-game
  • You may now play with Xbox controllers, and we will continue to make improvements with Xbox controllers
  • Sound volume difference from inside and outside of building is more obvious
  • Added new sound effect while scoping or aiming weapon
  • Added new effects when a character is running or sprinting over different types of surfaces
  • Improved character animation without any weapon or with melee weapon
  • Added slight delay when using the drag-and-drop feature on items in inventory UI. We implemented this delay to provide a fair gameplay environment to all players
  • Improved post-process effect when a character takes damage outside of the blue circle

Items and Vehicles
  • Added a lower rail attachment slot to SKS
  • You may now honk a car horn when sitting in the driver's seat with Left Mouse Click
  • Decreased the chance of vehicle explosion after the vehicle gets stuck in objects
  • Vehicle driving sound will change slightly in FPP and TPP modes
  • Added new sound effects for motorcycle tire screech while driving
  • Eliminated firing delay of S1897 from pump action after reload
  • Improved effects of boats
  • Added spark effect to flat tires
  • Reduced cast time of First Aid Kit / Painkiller to 6 seconds
  • Reduced cast time of Med Kit / Adrenaline Syringe to 8 seconds
UI
  • Added more features and hot keys to the Options Menu
  • Added new option for V-Sync
  • You may now designate a maximum of two different keys for each key bind
  • Added new option to set toggle on certain actions and features
  • You may now use Mouse wheel up/down as one of your key binds
  • Added new keybinds, such as all mute (Ctrl+M) and switching Voice Channel (Ctrl+Y), and a new option to adjust the volume of voice chat
  • Added new keybinds to use specific throwables
  • Added Colorblind Mode
  • Added an FOV slider for 1st person view
  • Added some region names to the mini map
  • Added new option to display helmet, vest, and backpack equipped on HUD UI. This HUD UI will be updated further in the future
  • Added new option to display all equipped weapons on the right side of the screen. This UI will be updated further in the future

Bug fixes
  • Partially fixed client crash issues
  • Fixed an issue of weapons sporadically ceasing to fire despite being set to auto firing mode
  • You may not use consumables in vehicles underwater
  • Fixed bugs below while spectating another character
  • A character appeared to be shaking when the character moves around
  • Camera swing when a character scopes while walking
  • Camera swing when a character peeks left or right while scoping
  • A character appeared to be shaking when the player moves his mouse while scoping in Prone
  • Characters farther than 500m away from a vehicle will no longer hear the tire screech sound
  • Fixed post-process bug underwater in FPP mode
  • Fixed an issue of the reloading sound getting played repetitively after dropping a weapon while reloading
  • Fixed the probability of getting rainy weather to previous value
  • Fixed a bug where a character could not equip attachment with full inventory
  • Fixed a bug where weapons would continue to play looped reload animation even after canceling the reload
  • Fixed a bug where a character could see through the other side of wall when scoping or crouching against certain walls
  • Fixed a bug where a character sitting on objects inside of certain buildings could see through ceilings and walls
  • Fixed sporadic issue of disabling in-game UI
  • Eliminated bombing outside of Red Zone

Finally, this will be my last dev blog for a while as due to the fact I will be traveling extensively over the coming months, I will be unable to post with ease. The dev blog will now be handled by the community team.

See you in-game,
PLAYERUNKNOWN
PUBG: BATTLEGROUNDS - PLAYERUNKNOWN
Players,

Today we will look at what we have updated in our 4th monthly update.

But before doing so, I feel that I am indebted to our fans and community to address to the reaction we have been receiving regarding our soon-to-be-tested “crate and key system”.

While our intention was and still is to add the full feature to the game when we move into actual release, we do need to test it prior to launch and at Early Access so that it is stable and ready to be fully introduced to our community. The idea of testing, prior to full implementation, is at the heart of adding every new game feature in our game, and this includes the crate and key system which we believe will serve as the foundation of a healthy economy after launch. This is an economy that would and should benefit all players - both who are willing to pay and who are not willing to pay for vanity items. It is important that all our players are able to enjoy the various items that will be provided for customization, and it is even more crucial that we have a stable self-sustaining economy that maintains the value of the items you have purchased or gained.

I do understand your concerns about the system, but I feel testing for a sturdy economy on the Steam Marketplace is necessary at this stage and ultimately beneficial for the game. And once again, this is a purely optional system, and you are not forced into participating if you do not feel like it. You will still get a fully featured game, with a polished Battle Royale game-mode, a wide variety of weapons and vehicles to play with, stat tracking, ranking and leaderboard systems, 2D and 3D replays and much more.

But still, I must admit that our messaging wasn’t very clear, so I extend my sincere apologies for the confusion caused. The process of communicating our intentions precisely to our fans and communities should have been done in a more careful and prudent manner. I’ve learned a lot, and we’ll try to communicate better moving forward.

Having said, please allow me to further elaborate on the crates and how it works.

Like the current free-to-open system, you will be limited in the number of crates you can receive each week, with the crate prices being reset each Monday. Currently, this limit is set to 6 crates per week, and you are free to trade them on the Steam Marketplace. I also want to point out that the full cosmetic system is still being discussed internally, and we are taking your concerns into consideration when it comes to the ability to get free cosmetics by playing the game.

Now onto the new crates themselves. Here is a look at some of the items available in the 2 free-to-open crates.

Survivor Crate [free-to-open]



Wanderer Crate [free-to-open]



Now onto our 4th monthly update!

The monthly update will be pushed to the Public Test Server in about 1 hour at 5PM KST / 8AM UTC, as we need some extra time to test the new 1st person view before updating the live servers later in the week.

Early Access - Month 4 - Patch Notes

Server Optimization
  • Optimized fences, doors, and windows
  • Optimized vehicle physics
Client Optimization
  • Optimized memory usage for world objects
  • Optimized terrain rendering
  • Optimized vehicle physics
  • Optimized User Interface
New Items
  • Added new weapon Mk14 EBR. Mk14 EBR is a Designated Marksman Rifle that can only be obtained from Carepackages. This weapon is chambered for 7.62mm and sniper rifle attachments
Character
  • Added two new face presets and hairstyles to character customization for both genders
Gameplay
  • Added 1st Person server options to NA and EU Solo and Duo game-modes
  • Players who choose 1st Person mode will be matched together
  • Character view is set to 3rd Person mode in starting airplane and during free fall from the airplane. This will be set to 1st Person only in a future update
  • Camera will stay still while looting items to prevent dizziness
  • Added a new feature to report players
  • Some people killed knocked-out teammates in order to avoid giving kill count to an opponent who knocked them down. Now the kill count will still go to the opponent in this specific case.
  • Added new animation when using different consumables
  • Improved camera transition when disabling Free look feature (Alt Key)
  • Decreased the reload time of VSS
  • Players may now re-enter games if they have been disconnected mid-game
  • You may now play with Xbox controllers, and we will continue to make improvements with Xbox controllers
  • Sound volume difference from inside and outside of building is more obvious
  • Added new sound effect while scoping or aiming weapon
  • Added new effects when a character is running or sprinting over different types of surfaces
  • Improved character animation without any weapon or with melee weapon
  • Added slight delay when using the drag-and-drop feature on items in inventory UI. We implemented this delay to provide a fair gameplay environment to all players
  • Improved post-process effect when a character takes damage outside of the blue circle

Items and Vehicles
  • Added a lower rail attachment slot to SKS
  • You may now honk a car horn when sitting in the driver's seat with Left Mouse Click
  • Decreased the chance of vehicle explosion after the vehicle gets stuck in objects
  • Vehicle driving sound will change slightly in FPP and TPP modes
  • Added new sound effects for motorcycle tire screech while driving
  • Eliminated firing delay of S1897 from pump action after reload
  • Improved effects of boats
  • Added spark effect to flat tires
  • Reduced cast time of First Aid Kit / Painkiller to 6 seconds
  • Reduced cast time of Med Kit / Adrenaline Syringe to 8 seconds
UI
  • Added more features and hot keys to the Options Menu
  • Added new option for V-Sync
  • You may now designate a maximum of two different keys for each key bind
  • Added new option to set toggle on certain actions and features
  • You may now use Mouse wheel up/down as one of your key binds
  • Added new keybinds, such as all mute (Ctrl+M) and switching Voice Channel (Ctrl+Y), and a new option to adjust the volume of voice chat
  • Added new keybinds to use specific throwables
  • Added Colorblind Mode
  • Added an FOV slider for 1st person view
  • Added some region names to the mini map
  • Added new option to display helmet, vest, and backpack equipped on HUD UI. This HUD UI will be updated further in the future
  • Added new option to display all equipped weapons on the right side of the screen. This UI will be updated further in the future

Bug fixes
  • Partially fixed client crash issues
  • Fixed an issue of weapons sporadically ceasing to fire despite being set to auto firing mode
  • You may not use consumables in vehicles underwater
  • Fixed bugs below while spectating another character
  • A character appeared to be shaking when the character moves around
  • Camera swing when a character scopes while walking
  • Camera swing when a character peeks left or right while scoping
  • A character appeared to be shaking when the player moves his mouse while scoping in Prone
  • Characters farther than 500m away from a vehicle will no longer hear the tire screech sound
  • Fixed post-process bug underwater in FPP mode
  • Fixed an issue of the reloading sound getting played repetitively after dropping a weapon while reloading
  • Fixed the probability of getting rainy weather to previous value
  • Fixed a bug where a character could not equip attachment with full inventory
  • Fixed a bug where weapons would continue to play looped reload animation even after canceling the reload
  • Fixed a bug where a character could see through the other side of wall when scoping or crouching against certain walls
  • Fixed a bug where a character sitting on objects inside of certain buildings could see through ceilings and walls
  • Fixed sporadic issue of disabling in-game UI
  • Eliminated bombing outside of Red Zone

Finally, this will be my last dev blog for a while as due to the fact I will be traveling extensively over the coming months, I will be unable to post with ease. The dev blog will now be handled by the community team.

See you in-game,
PLAYERUNKNOWN
PUBG: BATTLEGROUNDS

Twitch Plays Battlegrounds is simultaneously one of the most brilliant, and most absurd, ideas I've encountered in a long time. As the name suggests, it enables a PUBG character to be controlled by an audience of Twitch viewers. But unlike other such efforts we've seen, such as Dark Souls or Punch Club, this one works entirely in real-time: Players enter commands in the chat to move, shoot, adjust the camera, and so forth, and the bot (with allowances for lag) responds immediately. 

"The vision behind this channel is one of curiosity, collaboration, and patience," the channel's welcome message explains. "The command list is a living document, being updated frequently to improve quality of life for you all. If you have suggestions, don't hesitate to get in contact with me. I am working on ways to reduce the latency between chat and stream, and make the user experience as smooth as possible. All with the ultimate goal in mind of sharing a chicken dinner with all of you." 

The catch, naturally, is that with hundreds of people involved in the process, each with their own idea of what should be done, chaos is inevitable—and by all rights, paralysis should result. Yet somehow, this gong show on wheels not only managed to rack up two kills, it actually finished a match in third place in just its second day of operation.

At least one of the two kills appears to be a gift from a player who knew what was going on—the enemy character runs up to the bot and then stands still while taking a beatdown—and it seems pretty clear that the bot's success, such as it is, is based wholly on discretion being the better part of valor. But the crowdsourced flailing can be awfully entertaining to watch, even if it's sometimes hard to tell what exactly is going on. 

Alas, a chicken dinner was just out of reach—and death, when it came, was hilariously inglorious. Still, third place is a hell of a lot better than many "real" players manage. Perhaps there's a lesson in there somewhere?

PUBG: BATTLEGROUNDS

This article was originally published in PC Gamer issue 307. For more quality articles about all things PC gaming, you can subscribe now in the UK and the US.

A hundred people are dropped on an island full of guns, and the last one alive wins. That’s the beautifully simple premise of Battlegrounds, the survival game taking the internet by storm. A storm that I’m hopelessly caught up in.

At first I was treating it like a deathmatch, tooling up with any guns I could scavenge and seeking other players out in an attempt to shoot my way to the top of the food chain. But I was dying quickly, and embarrassingly, without even scraping the top 50.

So I decided to take a different approach. I started playing the game like an elaborate game of hide-and-seek. Hiding instead of attacking. Sneaking through the foliage, holing up in buildings, letting other players pass rather than engaging them in a firefight.

I’ll still kill people, but only if I’m backed into a corner and have no choice, or if someone is easy pickings. It’s hard to resist when a player hasn’t seen you and you have a clear shot—especially if they’re toting a fancy weapon or wearing a nice-looking hat.

But the game does have ways of keeping cautious players on their toes. Over the course of a match the play area gets incrementally smaller, represented by a shrinking circle. Stay outside the circle for too long and a wall of blue energy will sap your health until you expire. Also, large areas of the playfield are pummeled by terrifying airstrikes at random.

So you have to keep moving, even if you’re just trying to stay hidden. And when the circle shrinks and forces you out of your hideyhole, there’s a very real chance of running into another player. Especially in the later stages of a match, when there are only a handful of players left, when the circle contracts to the size of a Quake deathmatch map.

Playing Battlegrounds like this makes it feel like a stealth game, but with real, thinking humans instead of AI-controlled guards, and it’s incredibly tense as a result. It’s the only game other than Dark Souls to make my heart properly pound with excitement. And it’s the most fun I’ve had in an online game since I was deep into the similarly nerve-racking DayZ.

The only thing I miss from DayZ is how everyone on the map isn’t necessarily out to kill you. I love bumping into someone in Chernarus and that uneasy moment of figuring out whether they’re going to attack you or not. But in Battlegrounds everyone wants to kill everyone else, so running into another player almost certainly results in violence.

I’m getting better at being a coward. I’ve made it as far as sixth using stealth, and I’m hoping to win one match without any aggression. But when I play in a group, the safety of numbers makes me a lot more trigger-happy, and attacking other squads is the best way to play the game with friends. It’s a totally different experience.

Battlegrounds has sold over 6 million copies and is so cosy at the top of the Steam charts, it’s just bought a house there. But unlike many Early Access darlings, I feel like this one entirely deserves its ridiculous success and the $60 million it has reportedly generated.

Although being a popular Steam game, it does have a tendency to attract some of the worst people in the world. Do yourself a favour and disable voice chat before you play, because the prematch lobby is a sea of idiot racists and edgy teens.

Counter-Strike 2 - contact@rockpapershotgun.com (John Walker)

Well even if the Sun won’t shine, the Steam Charts can still spread brightness into our lives. By some manner of wondrous majjicks, this week’s chart doesn’t even include H1Z1, Fallout 4, nor The Witcher 3! I barely even know what to do with myself. I’m dizzy! Come, join the celebration. (more…)

PUBG: BATTLEGROUNDS

According to Steam Spy, around six million people now own PlayerUnknown's Battlegrounds. Yesterday, the sales tracking site reckons around 481,304 players took to Bluehole's open world battle royale murder grounds—a figure which elevates it above the likes of Fallout 4, Grand Theft Auto 5 and Payday 2, so far as peak player counts are concerned. 

As the screen below clearly identifies, PUBG now holds the peak player record for any non-Valve game.

And Brendan Greene, aka PlayerUnknown himself, seemed pretty happy when revealing the news yesterday via Twitter

Last week, PlayerUnknown's Battlegrounds surpassed five million sales and then six million sales shortly after. As such, its meteoric success since landing in Early Access in March shows little sign of slowing down. With mod support, new maps and extensive character customisation options planned some ways down the line, the future looks good for PUBG too.  

As it stands, Bluehole hopes to launch PUBG in full before the end of the year.  

PUBG: BATTLEGROUNDS

Brendan "PlayerUnknown" Greene's Arma 3 mod has catapulted him to success, and now he wants to let people mod his game in the hope of finding "the next PlayerUnknown".

In an interview with Cnet, he said the team behind the sensation that is PlayerUnknown's Battlegrounds were trying to find a way to allow the community to tweak the title without allowing piracy. 

"We have to do it carefully because because we're very protective of our server files," he said. "Allowing people to run their own dedicated servers would mean releasing the server files and that could lead to piracy. It's something we want to do, but it might take us a bit of time to actually implement it, because we really have to figure out the best way to do it so the game still stays secure."

The goal, ultimately, is to allow other players to created spin-off games the same way that he did with Arma 3. "I want to try to find someone who creates a game mode or a mod for my game that propels them to fame, and gets them to make their own game too. I want to find the next PlayerUnknown."

He also spoke about the future of Battlegrounds, which is still in Early Access ahead of a planned release later this year. He thinks of the title as a "service, not as a game", and says it could hang around for the next 10 years.

"Over the coming years, we're just going to keep upgrading and keep improving and keep adding to the game, much like what Counter-Strike: Global Offensive has done.

"We're not looking at this as a short term game, we're looking at this as something we want to do for the next 10 years."

Unfortunately, it sounds like the two new maps he's working on — one of which, a desert map, is seen above — won't actually be part of the game on release. Greene said he's going to post a blog soon to "temper expectations" on the new arenas.

"I'm not sure about the two new maps being ready, one of them may be... we're going to do a blog post about the current state of the new maps. 

"The images we released a few weeks ago, they were what we call a beautiful corner, where the artist spends a lot of time creating a small patch to give a sense of what the overall map looks like, and it gives a false impression that these maps are really far along. I'll be going into that a bit in my dev blog so we can temper people's expectations."

The full interview is here.

...