Are you strong enough to read the Steam Charts? Do you have what it takes to read all the way to the end? Can you defeat the Plunkbat final boss? NO! NO YOU ARE TOO WEAK! (more…)
Epic have been busy this week with Fortnite [official site] in both its PvE and Battle Royale forms. Over in Battle Royale (which is free), Epic have added a duo mode and started banning cheaters in their thousands. Epic have also been working on technical improvements to Unreal Engine itself that should benefit any game throwing 100 players into a big world to fight. Pointing this out seems a bit of a passive-aggressive wink to how the makers of Playerunknown’s Battleground have grumbled about the possibility of Epic keep any such improvements to themselves. Cheeky! And for Fortnite PvE (which will be F2P but isn’t yet), the new Horde Bash mode has launched. (more…)
UK-based studio Automaton Games is making a tactical shooter MMO that will feature up to 1000 players, with a world that will be shaped by their actions. This game has not been officially announced yet, nor does it have a name (it's been codenamed 'Project X', so I'll stick with that for this piece), but after speaking to Automaton's CEO and CTO James Thompson about the project at EGX, there's plenty to share on what they've got in the works. That includes a previously announced 400-person PvP arena mode, which sounds laser-targeted at the growing crowd around PUBG and other battle royale games. Last month, Automaton announced that it had raised $10 million of investment to make this game.
"You’re all on an island and it’s set in the near future," Thompson tells me when I ask about the premise. "There’s a reason you’re all there. There is a central capital which runs the area. You have four faction towns which have different agendas—they [either want] to live there and make the best of what they have, or they’re really trying to take over. And you’re part of this set of people who have come in and you are going to be here to overthrow the whole regime, effectively, and that will literally happen."
"On a global scale between what all the players do, the whole narrative will progress based on those player interactions, but there’s fully fleshed out characterisation and stories for all the different parts of the land. So there is quite a lot of narrative, that’s a big part of what ties together that side of the experience."
Project X is built using SpatialOS, a cloud-based technology that exists to help developers get around the traditional hardware restrictions of game development. That's as simply as I can put it without falling down a jargon hole of words I don't fully understand. Improbable, SpatialOS's creator, touts 'massive scale', 'meaningful persistence' and 'rich simulation' as three major advantages of what its technology offers. Sandbox MMO Worlds Adrift was also built using it. In that game, players can build an airship, crash it somewhere, then another player can come along later and see the wreckage, as a piece of living environmental storytelling—that's a small, neat way of demonstrating what they mean by 'meaningful persistence'.
Thompson describes this game as a "full MMORPG", with five progression tiers of weapon and armour, as well as customisation and perks. Players will pass parties in the world that could be two people strong, or up to 25, with a kind of risk/reward system to balance the game. On the unlikely event that someone's on a 1000-strong killstreak, other players will be alerted that this is going on, plus there will be a bounty system to keep people in check. It's players policing each other, in a sense, with ongoing balancing provided by the developers. Without seeing it in action, these are just bullet points to me—but it's an interesting-sounding premise, and so absurdly ambitious that I'm intrigued to see how it plays. This is all set in a world with wildlife, dynamic weather, tracks, wildfire, dynamic water and other telltale signs of change to the environment effected by the players.
Not enough going on in the game for you? "Currently you can literally nuke the whole world," Thompson tells me, in what sounds like a killstreak award. Tanks are mentioned as another, less drastic killstreak bonus.
The game also boasts a 'machine learning-driven quest and events system', backing up the idea of this "global narrative", which is hard to parse right now without having seen the game in action. You take on RPG-style quests, and based on which factions you ally with, how you choose to complete these quests and what your clan does, this will apparently inform how the story progresses on a macro level—Thompson talks up a "large global impact". He says they're making a game that's both authored and emergent, co-existing in the same space. You can ignore the MMO stuff if you want and play the game solo.
A MMORPG with survival elements is what'll wrap the whole game together, then, but the promise of a 400-player competitive mode within that is Project X's biggest draw. PUBG's success means a lot of studios are looking at moving into the same space, and differentiating them will be important. "Obviously battle royale is having quite a lot of popularity right now, it’s come from a sort of different direction to what we’re from," Thompson says. "We’re thinking, let’s make awesome MMO worlds and experiences, and I think that the current battle royale games out there right now are almost like, 'let’s make a mod of an existing game but try and push the players up a bit and try and get a really fun last-man standing experience' and that’s obviously latched on a lot.
"We do have, within our game, the arena mode where you do play in that format, but I would say that it’s not really player numbers that is the big differentiator between what we’re doing and what these games have done. It’s the level of simulation, the level of fidelity and the amount of information you see and how that affects the tactics used in the game." As for player count, that changes depending on if you're doing solo or team play. "With parties of four we do it as 400, with solo we do it as 100 in the arena—this is more about time constraints, making sure that you’re playing a sensible round.
"We’re doing something that’s progressive I think from the battle royale games that are out there, but that’s not the scope of the game. It’s all about really pushing—in a specific way—MMORPGs forward and yet being a dip-in dip-out shooting experience." The overarching game is very different to a battle royale mode, Thompson says. Nonetheless, some of their proposed additions sound inventive and cool.
It's the detailed world simulation underpinning everything that I'm most curious about. "We think there are a few areas we can improve on a lot through the way our world works, even just if you look at the arena," Thompson says, discussing battle royale games as they currently are. "[Say] you’re walking through some land and you’re leaving trails, you’re displacing the foliage, there’s the wildlife there who react to what you do and that may inform someone else that there’s someone nearby."
I've got a lot of questions about how 'Project X' will work. Without seeing the game in action, it sounds very blue sky, and the most important thing will ultimately be how it feels to play as a tactical shooter. The level of ambition here is off the charts, particularly with the changes to the simulated environment as you play—I'm a little skeptical, but definitely curious. Look out for more news on Automaton's project later in the year.
Playerunknown's Battlegrounds has suffered some serious server issues of late that have left players struggling to connect, or to get to the menu screen when they could. We thought for awhile that the problems had been cleared up, but it quickly came to light that our analysis was a little over-optimistic. For now the issues persist, but the PUBG development team says it's doing its best to fix things up.
"First of all, we would like to sincerely apologize to everyone for the recent server issues which resulted in long waits and any inconveniences," it wrote. "Our development team has been continuously upgrading the service architecture to address the increasing concurrent player numbers and tackle any emerging issues. Despite our daily efforts, there were some unexpected issues during peak times and we were unable to resolve some of the issues as fast as we would have wanted to."
The central issue is that the developers anticipated about one million concurrent users during the game's early access period, but that number was surpassed long ago. PUBG Corp, as it's now known, is working to build a new and more robust server architecture, but the concurrent user numbers have grown so quickly—from one million less than a month ago, to 1.5 million last week, and a new peak of nearly 1.7 million two days ago—that it just can't keep up.
The rapid uptick in concurrent users also caused server crashes in Asia: PUBG Corp said the cloud service it was using wasn't able to handle the load, so it tried to compensate by roping in servers from another cloud service, "without sufficient testing." Exactly what went wrong apparently isn't clear yet, but "some servers overloaded, which caused frequent crashes. Our development team is investigating the issue in order to prevent it from happening in the future."
"The entire development team is doing their best to make sure all PUBG players in the world can play PUBG smoothly whenever they want. Again, we would like to sincerely apologize to all the players who experienced any inconveniences due to server problems or connection errors," the developers wrote. "Please rest assured that we have doubled our efforts to improve the quality of the service. On a side note, we have been continuously working on optimization and doing our best to make gradual improvements."
Server problems have been a recurrent issue for Playerunknown’s Battlegrounds [official site] on its journey through early access, but recently it’s been particularly bumpy. I’ve struggled to connect at all some days and some players have suffered server crashes. The issue, the developers say, is that the game has grown far quicker than they had anticipated so player numbers are higher than the game was built to cope with. Expecting 1 million players at any one time, they’ve instead hit peak concurrent player counts over 1.6 million. Servers have become overloaded. Oh, the pains of popularity! Fixes are in the works, the devs say, and they’re trying to better anticipate future demand. (more…)
Demetrious Johnson, widely considered to be the best pound-for-pound UFC fighter in the world, reckons he could beat MMA icon Conor McGregor at PlayerUnknown's Battlegrounds. When he stars in Uproar's competitive PUBG tournament 'The Golden Chicken' next week, Johnson thinks he'll come out on top there too.
Alongside a host of popular YouTube talent, Johnson hopes to head home with a "10k Solid Gold Chicken" in tow, in what will be the athlete's second professional tourney.
"Oh, I'm very excited," Johnson tells me. "This is my second competition and this is one of my favourite games. I'm looking forward to it and I'm looking forward to go out there and kill everybody in the woods. Nobody can beat the shadow, the Warrior in the Woods."
This type of bravado is synonymous with the professional fighting world. But while Johnson has more than proven himself in The Octagon, he's relatively green when it comes to pro gaming. As the number one pound-for-pound UFC fighter in the world at present, I ask him if he reckons he's got what it takes to become the top chicken dinner winner of all time.
"Oh I don't know, that's a long shot. You've got some really great, really talented guys out there at the moment," he says. "You've got guys who're playing these games professionally, eight hours a day. Videogames for me are a release, I wish I could put that amount of time into it but I don't know if I could ever be better than them.
"What I will say is this: There's not another athlete out there that puts as many hours into the gym, and as many hours into videogames that's as good as me."
Uproar's The Golden Chicken PUBG tournament kicks off at 2pm PST/10pm BST on October 14. Look out for our full interview with Demetrious Johnson later this week.
Despite high profile forays into other disciplines, Conor McGregor is not the highest ranked pound-for-pound UFC fighter in the world. That accolade belongs to Demetrious Johnson—the sport's long-serving, record-holding Flyweight champion who hosts Twitch livestreams in his spare time.
PlayerUnknown's Battlegrounds is his favourite game at the moment, Johnson tells me, and it's one he reckons he could outperform company counterpart Conor McGregor at.
"I fucking better be able to," says Johnson of his chances of beating The Notorious on Erangel. "I'd like to think I can, yeah, absolutely."
Later this month, Johnson will take part in Uproar's The Golden Chicken tournament against a host of YouTube personalities and PUBG pros. The flyweight's Twitch channel blurb notes that whenever he hangs up his gloves he'd love to pursue a career in professional streaming. With this in mind, I ask Johnson if there is any overlap between his MMA career and his latest hobby.
"I've never done a livestream of me fighting in the UFC or training or anything like that but I have livestreamed before going over to the arena to fight," he says. "But at UFC 197, I believe it was, I went to fight Henry Cejudo, and I was streaming Dark Souls 3. I said I'd be right back as I had to go fight, I fought, won, then came back and jumped right back on the stream. I've done that a few times before."
Having successfully defended his Flyweight title on ten occasions, Johnson is widely considered the best pound-for-pound fighter in the business. Yet the thought of Dark Souls speedrunning is to him more challenging than TKOs and armbar submissions.
"Dark Souls is difficult but I don't do any of that speed challenge bullshit," he says, "it's just too damn hard and takes too much time."
Look out for our full interview with Demetrious Johnson later this week.
Some have doubted the power of the Steam Charts to change people’s lives. Those people are dead now. Belief in Steam Charts, RPS’s greatest, longest-running, and most industry-revered column, is literally the only thing keeping you alive right now. Don’t be a dead one. Love us. LOVE US. (more…)