PUBG: BATTLEGROUNDS

Chinese tech company Tencent is apparently still pursuing the acquisition of PlayerUnknown's Battleground creator Bluehole—having had a bid turned down prior to the shooter's runaway success.

As reported by The Korean Times (via GamesIndustry.biz), the tech juggernaut is thought to be the only company that has the stature to manage the takeover—including the likes of Nexon or NCSOFT—against the speed of which Bluehole has grown since PUBG arrived in Early Access in March. 

The Korean Times suggests an IPO (initial public offering) is "out of the question" while Bluhole founder (and 20.4 percent company stakeholder) Chang Byung-gyu holds a government position as the Fourth Industrial Revolution Committee's chairman.  

GamesIndustry.biz reports that IHS Markit analyst Piers Harding-Rolls had this to say of Tencent's supposed moves: 

"If true this is big news (although expected) and also adds another perspective to Tencent's recently announced copycat mobile title Glorious Mission. If a publishing deal has been agreed for PUBG in China, the game will be going through some changes before release. It would also mean a major win for Tencent's WeGame platform (if indeed it was to stay premium). It may see the [Chinese] Steam version withdrawn (like Rocket League)."

The Korean Times also notes that Tencent recently acquired stakes in Riot Games, Epic Games and Blizzard. Bluehole, on the other hand, revealed its latest non-PUBG-related project earlier today in Ascent: Infinite Realm.

PUBG: BATTLEGROUNDS

Another Playerunknown's Battlegrounds milestone has gone whizzing by, and this one is a biggie. Just two months after claiming ten million copies sold—a remarkable achievement by any measure—creative director Brendan Greene said on Twitter that it has now moved past 20 million. 

The reference to frustration and change tracks back to last week's apology "for the inconvenience caused by the cheaters," and more importantly the promise to do something about it. The developers warned at the time that "our battle against cheaters will not end overnight," but said that a patch is on the way—it should actually be out later this week. 

Cheaters notwithstanding, it's clear that PUBG's popularity isn't waning. Steam reviews are "mixed" (and there are so many of them that the status will likely never change) but moving ten million copies—on top of ten million copies already in the wild—in less than two months is nothing short of astonishing.   

Its player counts aren't diminishing any, either: It hit 2.4 million peak concurrent players today, well over triple that of the former long-time king of the hill, Dota 2, which topped out at 680,000.   

Runaway popularity notwithstanding, PUBG still has a way to go before it becomes a great esport. What does it need to do to get there? We recently spoke to Greene and streamers Ellohime and Anthony Kongphan to find out.  

PUBG: BATTLEGROUNDS

PlayerUnknown's Battlegrounds has now sold over 20 million copies, creative director Brendan "PlayerUnknown" Greene has revealed on Twitter.

To put that into some kind of perspective, PlayerUnknown's Battlegrounds first released into Steam Early Access on March 23rd this year.

It managed to sell one million copies within its first two weeks of sale, which climbed to over 10 million copies by the time that September rolled around. That means an additional 10 million copies have been snapped up by eager players in the last three months.

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

Do you find solace through memetics? Which enormously popular game you like is also liked by lots of other people? What else might form the triangle of your desire? Cast aside your romantic delusions, and delve into the acquisitive mire that is the Steam Charts. (more…)

PUBG: BATTLEGROUNDS

PlayerUnknown's Battlegrounds' esports aspirations shouldn't come as a big surprise. Its concurrent player count on Steam has been staggering, and it's consistently one of the most watched games on Twitch. A game that millions of people love not just play, but follow and spectate? There's a lot of potential in that, as evidenced by the number of teams that have announced a lineup for the game.  

With its huge scale and unusual pace, however, Battlegrounds could never be a typical esport. It's a game about slow-burning tension rather than constant, explosive action. I spoke with Brendan 'PlayerUnknown' Greene and streamers Ellohime and Anthony Kongphan to find out how Battlegrounds might overcome these obstacles, or if they're even obstacles at all.

"Ever since I started, way back with the DayZ mod for Arma 2, making the DayZ Battle Royale mode, I always envisioned battle royale as a great esport," Greene says. "I wanted to create spectacle in esports, so instead of two teams of five, you've got 100 players in the centre of an arena, with a stadium full of people cheering."

Those competitive battles are in the genre's DNA, but when it came to Battlegrounds, Greene set out to make a good game, first and foremost. A solid, stable experience is the current goal, but if the community is passionate about it becoming an esport as well, then PUBG Corp will do that. Right now, however, the developers are busy researching what the best format for events is, because it's so different from other popular esports. There's a lot to learn, Greene admits. 

Ellohime, who was a commentator during the Battlegrounds Dreamhack tournament, thinks that's the right thing to focus on, too. "If I were to change anything, it would be the spectator system, otherwise I believe their 'optimisation first' mantra is a good focus, and they are developing the game at a good pace, something we have been missing with games like these in the past."

His fellow streamer, Anthony Kongphan, is hoping for a shake-up of the meta, which he's started to find boring. "When you reach the top of the leaderboards at the moment, it leads to mass camping and dull, boring gameplay. Randomness in battle royale-style games is what made PUBG exciting, refreshing and fun when it first came out. I have slowly lost interest based on just getting sick and tired of the same top end camping-style meta."  

Throughout the year, tournaments have pit Battlegrounds players against each other for glory and prizes, and in August, ESL and the Battlegrounds team joined forces to host the Gamescom Invitational. 

"It really was a learning experience," Greene remembers. "I think you saw that over the course of the four days, we got better with each day, and that's what we hope to do with all events: we learn and we improve. It wasn't a perfect event by any means, and there was a lot we learned from it. You know, I tip my hat to the team; every problem that came up, they dealt with, and all the players that were there—while some of them were grumpy—they really carried themselves professionally."

With a big event like the Invitational, there's a large heap of logistical problems that need to be overcome. Even in long-running esports like CS:GO, problems occur, but with those events, the organisers are maybe only worrying about ten PCs. During the Invitational, Greene and his colleagues had to worry about a whopping 80 rigs and a much larger group of players. It's tough to organise, he admits, but he's eager to show off what they've learned in future events.

Ellohime got to witness a lot of this when he was a Dreamhack commentator, and though there were some growing pains, he considers it a success. "I felt like I was watching new parents raise an infant. How delicate a tightrope walk it must be to have a game become so popular so quickly and trying to capitalise on that success. You want to move quickly, but not so quickly as to make mistakes or cause instability. These were baby steps for a genre just trying to find its balance. I think they did exactly what they were supposed to do: allow Bluehole to get a good feel of what they have and what they can do with it on a competitive level at a big event."

Slow burn

Aside from logistical concerns, Battlegrounds is also designed in such a way that spectators don't get the usual esports viewing experience, where there are only a handful of players to watch, and there's usually some exciting action taking place somewhere on the map. Instead, up to 100 players need to be tracked, and the first half of the match might see the majority of them simply hiding and gearing up. Greene doesn't see this as a problem, though. 

"You're going to get people who want all action, all the time, but when I was first designing the battle royale game mode, that's not what it's about. The first half of the match is really about getting your character geared up, preparing for the fight that's going to happen later in the game. There's always going to be downtime, but because of the number of kills that happen, this downtime can be used for replays and stuff like that. So you'll always see some action, but for me, battle royale is about the story the character takes through the round. And we have time to tell that story." 

Ellohime likens it to the difference between golf and hockey. While hockey is aggressive and physical, golf is slow and quiet, until it builds up to these big moments. It's that slow beginning, he says, that makes the end-game more chaotic and exciting. Kongphan, on the other hand, thinks it needs more aggression, and more incentives to be aggressive.

"There need to be more incentives in aggressive gameplay in battle royale games, or else it ends up being whoever can 'hide' or 'camp' the best wins. Most of the comments I received from viewers [watching the tournament] was that it was not very entertaining action-wise." 

"PUBG is insanely relatable in this regard due to the popularity of The Hunger Games and Battle Royale movies. I can explain the premise in a sentence and people immediately understand what they are watching."

Ellohime

Despite this, Kongphan still believes that there are things that can help make Battlegrounds stand out, as an esport. "Since it is a battle royale and revolves around item luck and end game circle luck, it won't ever be as perfectly balanced as games like Counter-Strike or Call of Duty, but given its sporadic nature, it brings more to the table in terms of entertainment for viewers, which in the end I think is most important."  

While Greene sees the downtime as an opportunity for replays, Ellohime has some concerns about the difficulty in capturing and showing the audience the action. "Fire fights are unpredictable, and many can pop up at once. How do you have the foresight to know when these battles will occur? How do you choose which ones to watch? How do you follow 100 people with one camera? Typical esports have a central focal point the viewer can pretty much always be watching, or at the least, a small enough map or team size to watch 90% of the action. It begs the question: how is PUBG going to keep things interesting and make sure they are showing the right content from the right perspective?"

Easy viewing

Greene thinks that the slow pace and relative simplicity—land, gear up, hide or kill—makes it more accessible. He contrasts it to games like Dota 2, where new players can't just fire up a stream and immediately understand what's going on. Battlegrounds' straightforward concept makes it a lot easier for new players and spectators to parse.

"People come up to me and say that, not only do they play, now their sister plays, their father plays, or their mother loves to watch or play the game. It's very accessible, and it's easy to understand. There's the guy. He has to not die. That, I think, makes it accessible to a wide range of people."

It's one of the things that Ellohime thinks makes it a potentially compelling esport, as well. "Esports hits a wall when viewers outside of the game's community cannot understand what they are watching. For example, you put me in front of League of Legends, and I get the basic concept, but I never really got that deep into it, so it is confusing sometimes when I watch big plays happen. I understand a big play took place, but I couldn't tell you how or why it went down. Now imagine someone completely foreign to gaming, PUBG is insanely relatable in this regard due to the popularity of The Hunger Games and Battle Royale movies. I can explain the premise in a sentence and people immediately understand what they are watching."

Though he has a vision for Battlegrounds and the esport that might be spun out of it, Greene is absolutely willing to make changes and tweaks to improve the competitive side of things, based on what players feel is needed. For instance, during the Invitational, the red zone was removed, letting players travel across the map without fear of random bombardments. It might be that this becomes an option across the board, if enough players are keen on it.  

"We're pretty flexible with what shape the esports side of things takes. All through development we've listened to the community to get their feedback on what can make the game great. We have our own vision, but really it's what the community feels happy with. And it's the same with its potential as an esport: we have an idea of what will work, but the community will tell us what they want."

Ultimately, Greene and PUBG Corp don't want to make any hard plans about the competitive elements without player support, and they don't want to make the mistake a lot of games have made by calling it 'esports ready' out of the gate. The focus right now is on making it the best battle royale game it can be. "It's not a sprint, it's a marathon," he says. 

As for its long-term future as an esport, both Ellohime and Kongphan are optimistic. 

"I believe they have a great chance at making it an enjoyable competition for everyone involved. To me, it has all the right ingredients to make a spectacular esport," says Ellohime. Though he mentions the caveat that it would need to solve the issue of how to present the action for the audience, when there are up to 100 players and different battles all vying for attention. 

"It's such an entertaining game to watch," adds Kongphan. "With fine tuning and adjustments to keep the momentum of entertainment throughout the game, it will flourish."

PUBG: BATTLEGROUNDS

There is an interesting trend happening on Steam. A look at its hardware and software survey indicates a massive drop in Windows 10 usage—it is down more than 18 percent in the month of October, while Windows 7 jumped 22.45 percent. The two OSes effectively swapped places, with nearly two thirds of Steam gamers now using Windows 7, and just over a quarter of gamers rocking Windows 10. Are gamers ditching Windows 10 in droves? Should Microsoft be concerned?

The answer to that is, 'probably not.' At first glance, it appears there is a mass exodus from Windows 10, which could occur if something catastrophic happened, like the discovery of a major vulnerability like Windows has never seen before. But that hasn't happened. The much more likely explanation is that PlayerUnknown's Battlegrounds' popularity in China is the reason why the two OSes traded spots.

While the numbers above look frightening for Microsoft, especially with its renewed focus on PC gaming with Windows 10, a look at the language stats reveals what is almost certainly happening. Simplified Chinese shot up nearly 27 percent in October. It now consists of more than half of the user base, while English dropped 13.4 percent in the same month, landing at 21.24 percent.

Bluehole has sold more than 13 million copies of PUBG globally, with growing interest from Chinese gamers. China, which has reportedly considered banning PUBG, represents the game's biggest region by player population (though it's probably safe for now). We've also previously reported on review bombing, and how the influx of Chinese players on Steam are creating an influential new contingent.

Our guess is the massive drop in share for Windows 10 on Steam is largely a reflection of geographical trends. It's possible that some users have also downgraded from Windows 10 to Windows 7, but the bulk of that OS shift is down to PUBG's insane growth in China.

PUBG: BATTLEGROUNDS

PlayerUnknown's Battlegrounds' anti-cheat service is banning as many as 42,000 players a day but it's still not enough, with some matches plagued by hackers. It's a fact that the development team apologised for earlier today, adding that it is introducing new measures to catch players that are ruining the game for everyone else.

The team will roll out "additional measures" today designed to detect "unusual gameplay patterns". Any accounts thrown up by the system will be temporarily suspended and investigated. A further patch next week will also bolster cheat detection.

"We would like to sincerely apologize for the inconvenience caused by the cheaters and we are sorry that you have not been able to enjoy PUBG in a safe and fair environment. Our development team is doing their best to detect and ban those who use cheats in a more proactive manner," the team said in a Steam post.

"We will continue our research and development to establish a better system for combating cheaters. We will take stronger actions to find and ban cheaters, while at the same time taking good care to not harm innocent players."

PUBG is leaving Early Access in December, and the long-awaited climbing and vaulting mechanics will soon be available on the test servers.

PUBG: BATTLEGROUNDS

The team behind PlayerUnknown's Battlegrounds has apologised for "the inconvenience caused by the cheaters" and assured fans of the hot Battle Royale title the "development team is doing their best to detect and ban those who use cheats in a more proactive manner".

The apology was part of a post by the PlayerUnknown's Battlegrounds development and community team on Steam, which admitted players "have not been able to enjoy PUBG in a safe and fair environment" but revealed additional anti-cheat measures will be rolled out.

"We will use all available resources to combat cheaters and foster a safe and fair in-game environment," said the team. "We will also continue to take actions against those who develop and distribute cheats."

Read more…

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

Cheating is as old as gaming, and it’s even more frustrating with multiplayer video games where we trust in computers to keep everyone following the same rules. While cheaters might never be stopped — especially now it can be a lucrative business for cheatsmiths — we must still fight them and do what we can. Playerunknown’s Battlegrounds can do more to combat the rapscallions, the developers have conceded, and today they’re rolling out more anti-cheat measures. Another cheat-fighting update will follow next week, and PUBG Corp. say that in general they intend to take stronger actions. If we can’t climb and vault yet, at least let us Plunk in peace. (more…)

PUBG: BATTLEGROUNDS - MephieKim


Players,

First of all, we would like to sincerely apologize for the inconvenience caused by the cheaters and we are sorry that you have not been able to enjoy PUBG in a safe and fair environment. Our development team is doing their best to detect and ban those who use cheats in a more proactive manner. We are aware that we still have much to do. We will use all available resources to combat cheaters and foster a safe and fair in-game environment. We will also continue to take actions against those who develop and distribute cheats.

As we announced before, we are in the process of adopting new tools to detect and verify users with unusual gameplay patterns and today, we will be rolling out additional measures. We will continue to permanently ban those who are using cheats. When unusual gameplay patterns are detected from an account, that account will be temporarily suspended and investigated.

Although we hope to bring about a safe and fair environment in PUBG as soon as possible, our battle against cheaters will not end overnight. We will continue our research and development to establish a better system for combatting cheaters. We will take stronger actions to find and ban cheaters, while at the same time taking good care to not harm innocent players. Next week, we will be deploying yet another patch related to cheat detection.

Again, we would like to assure you that we will continue our efforts to shape a healthy environment in PUBG. Your feedback is crucial for us in banning cheaters and combatting the use of cheats. We will be listening to your feedback as we continue to build our anticheat system and adopt new measures.

Thank you.
The PUBG Development and Community Team
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