DIG 250 (Spring 2019)
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NBA 2k19 is a game that was developed by a company named Visual Concepts. Visual Concept’s parent company is 2k Sports. The game is marketed as an NBA simulation game. There are several ways that 2k Sports has gone about popularizing the game. The game incorporates major names in the NBA such as commentators, referees, courtside icons, and players. The game’s soundtrack is historically determined by famous artists such as Jay-Z. This year’s soundtrack was created by Travis Scott whom is a rap icon currently. The game’s cover changes every year and can be tailored based off of what country the disc will be sold in. For example, in the USA, the cover of the game is Giannis Antetokounmpo. The cover of the game in Australia is Ben Simmons, whom is a famous basketball player from Australia. The game is the 20th version of the NBA 2k series, a series that is known to be the best basketball simulation game on the market. This version of the game was received relatively well, although many criticized the game for putting a large emphasis on microtransactions in many of the modes. It seems as though to succeed in modes like MyTeam and MyCareer, a player must spend more money than the game costed originally.
I play games because I like to win. This rational applies to sports, board games, and video games. The idea of playing a computer for hours on end has no appeal to me. It is for this reason that I exclusively play sports games and shooter games. The feeling that I get when I best another player in a video game mimics the feeling that I feel when I best another player in real life. I have never played against the computer in 2k19, and I have no intention to do so in the future. I have no interest in the plot of storyline-based games, as there is a lack of competitive nature in my opinion. Without the competitive nature of tactically beating another human being, I have no interest in video games.
I play NBA 2k19 because I love basketball. When you grow up in North Carolina, you know 2 things: What kind of BBQ sauce you like and what college basketball team you cheer for. As a Duke fan, I was always the enemy. Nobody likes Duke other than Duke fans. In middle school, I was always surrounded by my friends, most of whom were die hard UNC fans. This difference of opinions always ended in timeless debates that would end up bringing us all closer. I also grew up playing basketball. I got my first hoop when I was very young, and it was a way that I bonded with my father. I still remember the first time he taught me to shoot a ball. Fast-forward to high school, I played on my school’s team for three years. I eventually would become a captain my junior year. I was never great, but I loved playing the sport. At Davidson, I played on the club team my first two years. I still never miss a Duke game with my dad when I’m at home, as it is a way for us to sit down and spend time together. I also have played the 2k series with my friends for as long as I can remember, so when I sit down and play a game with my friends I am frequently reminded of my youth and how much fun we all had playing this series. The game does not change very much year, and some years are better than others, but this game is the only one I buy every year. I really didn’t realize until writing this post just how influential this game and basketball have been to my growth and friendships.
Thanks for your post. So challenge/competition, but also nostalgia and community? I wonder if BBQ sauce should also find a way into whatever game you make this semester?
Fallout has a unique history for an IP. The original game, simply ‘Fallout’, was developed and published by Interplay in 1997. The game was a smaller project and not the main focus of the company during development, receiving about $3 million as a budget. The game was a commercial success and rated really well with critics. After the success, Interplay quickly released the even more popular Fallout 2, and eventually third, less noteworthy Fallout Tactics. However, Interplay was struggling financially. After being purchased by Titus Software, the company eventually sold the rights to the IP after about a decade after the original’s release to Bethesda Game Studios. The landmark acquisition would allow Bethesda to bring the RPG into more of the modern gaming world. Bethesda released Fallout 3 in 2008, publishing it on consoles, a first for the franchise.
The game was received incredibly well, scoring a 91/100 Metacritic score, and won several “Game of the Year” awards, including from IGN. The game sold 4.7 million copies between the October release date and the end of the calendar year, with about 1.7 million of those being on console. It is estimated that the game’s sales have reached about 12.4 million across all platforms.
The original trailer for this game is interesting to me because it focuses heavily on the action and excitement in the release. However, you also catch glimpses into the world, mechanics, and some of the characters, all things that make the game my favorite. It displays that it has a little something for everyone and just the depth of things to do and places to explore.
I play games for lots of different reasons. I have played a range of games throughout my life, and the ones I keep getting sucked back into are the ones whose worlds I really care about. While I really liked Doom, and Red Faction: Guerilla is still a great way for me to pass time, games that have had a lasting impact on me are those that I feel like I am actually in when I am playing, has characters whose well beings I earnestly care about, and a setting that is consistently engaging. While I have more time in Doom and Red Faction, games like Life Is Strange and Inside are ones I have played or watched others play and have stuck with me. I have a deep sense of empathy, abnormally so. One of my driving forces, main identities, in life is to be the “helper”, the person there to equip, support, and love the people around me (see enneagram type 2). What comes with that is that I often am unable to help in the way that I want to; what happens in life, especially others’ lives, is out of my control, and so frustration may arise in my day to day regarding that.
I think that these three games I have mentioned (Fallout 3, Life is Strange, and Inside) allow me to explore my tendencies and desires to lovingly help and support a group of people I care about. Each of the three examples does so in a different way and different context, but it all stems the same basic desire. For example, Inside is pretty linear puzzle-platformer, but it centers around you seeking to assist a boy, in his confused state, escape the clutch of scientists and security guards. I do not tend to place myself in the mindset of the boy, but instead as the helper to the boy. The nature of the setting, mechanics, and characters allow me to form a deeper empathy with the player character, sucking me in and making me care about what actually happens to him. Similarly, Life is Strange allowed me to make decisions that impacted this world and these incredibly deep characters that exist in it. Similarly, Fallout brings all those things to the table but provides a more well-rounded experience with it. The point of the game is not to leave your mark on a specific character or group of friends but on the entire wasteland. You get to come in, complete quests the way you like, choose whether or not to help the needy and can build your character, their strengths, and the in-game narrative around them to be whatever you like.
Super Smash Bros. Ultimate and the others in the Smash series started its meteoric rise in 1999 on the Nintendo 64. The game was created by Masahiro Sakurai under Nintendo. With 2.9 million units sold to the United States and another 1.9 million in Japan, even the earliest Smash game was an international and well-received hit.
It marketed itself with its detachment from other fighting games as I stated in my last post. KOs are built up from rising damage rather than decreasing health which creates a variety of new gameplay and strategies for players. The series quickly loved by millions and remains as one of Nintendo’s top selling game. Because of its use of a variety of characters from other beloved franchises such as Pokemon, Zelda, and Mario, players have a deeper sense of attachment to who they are playing.
When I was a kid, I played games simply because they were fun. Because I wanted to. Nowadays, I feel like I play games because I need to. As responsibilities grow and stress increases in the face of adulthood, I feel like doing an unnecessary and unproductive activity is the only way to stay sane. I spend so much time out of my day just working either on school work or personal projects and dividing the rest of time to talk to my loved ones or working out that I don’t often have time simply to relax. Games do build sacred spaces whether we choose to acknowledge them are not. Everyone is on an equal playing field. The forces of reality do not affect gameplay. You either play or you don’t. I play games all the time. Everyone “plays”, just not always video games. Absent minded tapping on your desk. Twirling your hair. People are constantly seeking out ways to make the mundane more enjoyable and I am no exception.
In the most basic answer, I enjoy playing Smash because I enjoy playing competitive games. There are many modes you can play such as single-player story mode, practice modes, and multiplayer combined with a wide range of characters and maps so no match is exactly like the one before it. The game’s funness constantly evolves with the player as your skill increases. To simplify, it is fun challenging my friends to fights and seeing who is better than one another. As Caillois would say, it is the “agon” or competitiveness of the game that makes it exciting and fun.
With a little more thought, I can say that I love Smash because it creates a sacred space for brotherhood, camaraderie, and friendship. In the various critical games and narrative classes I’ve taken, I have learned that we enter a form of “magic circle” when we partake in games. We separate that sacred space from reality as we all conform to the same rules. I started playing Smash during my Sophomore year of high school at my best friend’s house. Soon, me and my five closest friends who I’ve made throughout my life started playing Smash as a form of tradition. What started as simply an occasional get-together turned into a treasured tradition that has lasted throughout college. Because my friends and I all go to different colleges, we use this time not only to play games but also catch up and simply enjoy each other’s presence. We use this time to build our own “rules” on top of the game’s. One tradition is that we always get Waffle House some time between 2 – 3AM and continue the final match after food. In an obnoxious fashion, my friends and I refer to playing Smash as “going Home”, much to the annoyance of our girlfriends. At first it started off as a stupid joke in reference to the fact that we play on a particular map so much that it feels “like home.” But it’s grown to be more than that. It’s a place to see my loved ones and escape the stresses of school. Smash is home.
The Elder Scrolls V: Skyrim has no more a unique historical context than any other game. Developed by Bethesda Game Studios and published by Bethesda Softworks, it was a hotly anticipated game following a five-year gap between it and the previous game The Elder Scrolls IV: Oblivion. Due to this, there exist no mainstream controversies may they be political, economic, or otherwise. In terms of the critical response, the game was extremely well received. Initially, the game received numerous 90+ out of 100, or the numerical equivalent, reviews including 96 by Metacritic, 9.5/10 by Game Informer, and a 9/10 by GameStop. Following these glowing reviews, the game went on to win Game of the Year via the Game Developers Choice Awards. Other awards include Academy of Interactive Arts & Sciences Game of the Year, Game Critics Awards Best Console Game and Best Role Playing Game. Why do I play games? My initial response revolves around the fact that I’ve always found them relaxing, primarily because, up until I found the Dark Souls series, they were easy for me. As a young kid, I was a big fan of Halo and Call of Duty, and the ease at which I could beat other players was a fun and rewarding experience. This mantra changed slightly when I bought Skyrim. Now, unlike before, I was no longer competing against other players, instead, I was leveling up a character, collecting gear, and fighting dragons; all on my own. This was a new experience and one that I quickly adapted to. Unlike Halo, I was now forced to sink hours upon hours in one sitting to accomplish what I could in a 10-minute match in Call of Duty, now the gratification I was used to receiving in either of those other games was significantly delayed since the game was such a massive world. So, why did I continue to play Skyrim, especially when you consider how different it is from the other games I was into before? Well, the answer is the same as with COD or Halo; I want to be the best. Video games for me, despite the relaxing potion, allow me to really test out and optimize a given role. May it be a soldier in COD or a mage in Skyrim, these games allowed me to diligently pay attention and hone skills in a way that cant be done in the real world. Now don’t get me wrong, I’m not necessary a fan of creating and living out an all-powerful fantasy via games, instead I’m more drawn to optimization of a given task. I like to learn play styles (read tactics), I like to learn just about anything when it comes to being able to apply it to a given problem. For example, in the real world I love to read up on fitness techniques to push myself physically, while in a game world such as Skyrim, I loved to find out what skills, weapons, and magic were best suited for a given situation. Its this process of learning information and then being able to apply it directly to a given situation, or quest in this case, that I truly enjoy. Therefore, the joy I felt when playing Skyrim can be boiled down to the fact that the game offered a massive and complex world with hundreds of tactics, weapons, magic, armor, and lore that I was able to learn and apply in many different situations in an optimal way.
Minecraft was developed by Mojang AB (Möjang Aktiebolag – Swedish for Gadget Ltd.). Markus “Notch” Persson founded Mojang in 2009. From the start, Minecraft was a totally indie project, funded by Notch and Mojang. Minecraft classic came out in 2009, but it wasn’t until 2011 that the full game was released. It was an almost instant hit, with most of its reviews being around 9/10. The game was extremely successful with players of all groups. Notch, unable to keep up with the game’s popularity, sold his company to Microsoft for $2.5 billion.
Notch sold Mojang to Microsoft because of his discomfort with fame. He never really wanted Minecraft to be a hit, and he grew tired of being an icon. He still makes games and experiments but said “If I ever accidentally make something that seems to gain traction, I’ll probably abandon it immediately.”
Why I Play Games:
I play games for four main reasons: to interact with friends, to relieve stress, to get a sense of achievement, and to enjoy them as art.
Interacting with friends is probably the most important of these. While I can play a single player game for hours and still enjoy myself, spending time with my friends (or random strangers) through video games is one of the strangest and most enjoyable experiences there is. Whether it’s sinking random ships in Sea of Thieves or killing friends in Portal 2’s coop mode, I remember my virtual experiences well. This is increasingly important as I grow distant from my old friends. We continue to play, making a few more memories each time we do.
Relieving stress with games is somewhat of a stretch for me. Yes, enjoying beautiful scenery from my dorm room is nice, but I’ve never been great at games. Losing over and over to the same boss or opponent is mind-bogglingly irritating. Although I get easily frustrated when it comes to more competitive or hard games, to relieve stress I can typically go to more relaxing games like Stardew Valley or Minecraft.
The sense of achievement that you can get from games is why I play them. Achievement comes in small packages to keep me entertained and large ones to give me a goal to work towards. Examples of small achievements could be anything from the satisfying riffs that play when your cannonball hits a ship in Sea of Thieves to discovering new areas in games like Hollow Knight. Large achievements are more impactful but few and far between. Beating the Ender Dragon in Minecraft and watching your enemies’ nexus explode after a game of League of Legends are excellent examples. Achievements big and small are what keep me coming back to games over and over and why they’re so entertaining to play.
Games are art. While some are more art-centric than others, all are experiences built for a player. On the low-art side of the spectrum come first-person shooters such as Call of Duty or Counter Strike: Global Offensive. On the more artistic side are games like Life is Strange and The Last of Us. I personally prefer something more in the middle: a game with meaning, but one that is still fun to play. Games like Undertale, Brothers: A Tale of Two Sons, and Minecraft really fit me well. These games are artistic and have a very strong emotional quality to them while still being very fun to play.
Why I play Minecraft:
Minecraft provided an opportunity to spend time with my friends. Whether it was being creative, progressing together, fighting it out, or helping each other through a series of puzzles, Minecraft was able to bring my friends and I together. Its abstract simplicity and raw potential allowed us to do things in one game that it would take a full steam library to do otherwise.
Minecraft is a really calming game when you want it to be. You can slowly build until you have an entire city to call yours. You can mine for hours, seeking elusive diamonds. You can undertake huge projects that take days to complete. Minecraft is like a diary; how you’re feeling affects what you build. On my more methodical days I’d build structures like mob traps or experience farms. On my more creative ones I’d build a Norse fishing village or a secret door. Walking through someone’s world was, in a way, like walking through their mind. Being able to put what was in your head into a virtual space was what made the game so relaxing.
The feeling of achievement you get from Minecraft is a bit strange, but somehow works. Goals start out as bare-bones survival, but once you’ve done those, the only goals you have are those you set for yourself. Nonetheless, placing that final shingle on your roof can feel better than beating other games. The strangest part is that you spend so much time building and progressing, and then, one day, you start over.
Finally, Minecraft is a work of art. It makes statements about progress and living a simple life, about growth and death. The player doesn’t worry about this though. The player just mines away, thinking about expanding their house or how their next experience farm will actually work. Its understated simplicity, paired with its simple graphics give allow a peaceful mood to settle over the player, reminding them of a simpler time.
The game Fortnite is made by Epic Games and was initially released in 2011. In researching the history of Fortnite, I found a comprehensive timeline of Epic’s progress at ign.com (https://www.ign.com/articles/2018/11/06/the-history-of-fortnite-so-far).
A cinema preview was shared as a debut in 2011 (https://www.ign.com/videos/2011/12/11/fortnite-debut-trailer) without gameplay. Interestingly, the person revealing the game described Fortnite as “a game that’s more about survival than anything else.” Which was quite true until 2017, with it’s literally game-changing Battle Royale mode.
Because it was funded by Epic Games, it was also a slave to the company’s other projects. Meaning that after its announcement in 2011, development of the game would only happen in the background between 2011 and 2014. In 2014, though, the “free-to-play structure” (IGN) of the game became clear, and gameplay was available to the masses through closed alpha testing. There was little-to-no buzz. Certainly nothing at the scale we know Fortnite today. It did, of course, get media attention through platforms like IGN and YouTube.
Beside a few other updates along the way, that brings us to 2017 when Epic released the Battle Royale version of the game. As IGN points out, it was inspired by PUBG, another game that was revolutionizing the battle royale video game genre. Fortnite continued to change video games entirely, and how the world views them. The Fortnite craze took over, figures like Ninja poked through and next thing you know the game’s breaking view records on Twitch and sitting atop Twitter’s top trending page.
Does my interest in playing games revolve around popularity? Am I only playing the game because I’m watching other people play it? Probably. I think that initially I was interested in playing Fortnite with my brother, as a way to pass time together. We played the survival version during the beta, and switched over to the battle royale upon its release. My more recent motivation to play Fortnite most likely comes from its popularity, and the fact that Fortnite is everywhere I look. Twitch, YouTube, Twitter, etc.
Simply put, I play the game to join the movement and follow the mainstream. But I think more complexly, the game, to me, has always been a fun way to unwind and connect with friends. The fact that I can play with friends across the country while simultaneously showing off fine motor skills makes the game very attractive. So I think that while I’m motivated to keep playing and get better through media influence, I play the game for the connection I maintain with my friends.
Catan was made by the German game maker Klaus Teuber, who at the time was the director of a dental lab. His inspiration for the game was his love for Vikings. His admiration for Vikings led him to try and learn more about them, discovering that many of the stereotypes were not true. He learned that only when they went out on raids were, they called Vikings, as well as that many of them were farmers and merchants, and he was impressed by their journeys of discovery, such as Greenland. He realized at one point that the influence of Vikings may not have been very prevalent in the game, so he came out with the Viking Edition in 2008.
Klaus desired to bring the elements of discovery and development (or settlement) to a board game. Originally, the game he designed involved square landscape tiles that would be dynamically and randomly added to the board based on players efforts to discover. Players would generate resources depending on the land that they had settled and would eventually win by settling large amounts of land. While the game was what Klaus had planned, he felt it was “oversaturated” and eventually split the game in two, with Catan focused on settling, and Entdecker focused on discovery. In the end, this choice has led to world-wide success and fame for Klaus Teuber, winning many awards for Catan, as well as awards and success with many more board games such as Entdecker. With Catan being a very popular game amongst the gaming community, and a common occurrence at colleges and breweries around the US and the world.
Why do I play games? I think my main motivation is competition. I have always been quite competitive in whatever I do. I grew up playing baseball, basketball, and soccer. I played all of these sports often, playing on competitive travel teams for all three up until high school, where I focused on soccer, where I would be playing up to six days a week, and having two practices a day on three of those days. I love to push myself, especially in team efforts, and love that feeling when all the work pays off, finally beating the team you couldn’t before or getting the trophy you deserved. Don’t get me wrong, I definitely enjoy collaborating, and it’s not always about beating someone else, but my competitiveness follows in everything I do. For every project or homework, I put my all into it, and I don’t quit or turn in anything for which I’m not proud of the work I put in. Another key reason to me playing games would be the love to be in something bigger than myself, individual competition is nice, but bringing together all the parts of a team is the most rewarding feeling to me. Even if it doesn’t mean winning, putting in a great performance and bringing the success to the team by playing your role is an amazing feeling.
As for Catan, the reason I play is because of the balance between luck and competition, as well as the social aspect of the game. This quote I found online by Richard Dansky really sums up my feelings about the game: “It’s a hardcore game and a light social pastime and everything in between, a laboratory where I can test a hundred different play styles and a genuine reason to invite friends over.” I love the competition, trying to best my friends, but the luck of the dice rolls adds another dimension. With everyone invested in winning, each roll of the dice brings elation and depression to those around the board, making the game an emotional roller coaster, which in turn makes the game very fun, as well as keep the players focused. The element of luck not only brings enjoyment, but also takes a little bit of the competitive edge off the game, keeping the game from getting too intense and ruining friendships forever (keeping the damage to relationships down to about an hour), and allowing different strategies and players of different levels of skill or experience to all get a chance to win. The real kicker though, is the trading and social aspect of the game. Throughout you are trading resources with one another, choices are being made on where to put the robber (therefore blocking certain resources, player strategies, and stealing resources from one another), and in-game relationships are being created and manipulated. A very common occurrence in my experience is for the 3 of the players to target the player who jumps to an early lead, forming trade embargos and strategizing together to slow down the one in the lead. Another common occurrence is the formation of small alliances based off of a helpful trade one way or another, or the creation of enemies based off robbers and blocking one another, both of which can lead to key trades or moves late in the game. Catan combines my love of competition with the endless fun of multiplayer social interaction and adds enough luck to keep the game fun and from being too serious.
Sorry for the bad paragraph spacing, I typed it in word and copied it over, forgetting to check the spacing.
But I wanted to just add that Catan has a blog on their website were different members of the company post and talk about different aspects of the game, development, their lives and more. So if you were interested in taking a look, here are some links to the posts I read, and from there you can find many more.
The Witcher 3: Wild Hunt is an action role-playing game developed and published by CD Projekt Red. It is the last game of the trilogy that continues the story after Andrzej Sapkowski’s novel series The Witcher. The game was planned to start development at 2008. However, CD Projekt Red’s preoccupation with Rise of the White Wolf, which later was suspended due to payment problem, pushed it back to 2011. CD Projekt Red developed this game with self-funded budget of $81 millions over three and half years. However, even though the game was based on Sapkowski’s novel, his involvement with the game was only limited to the in-game maps.
There are three main marketing strategies for The Witcher 3: Wild Hunt. The first one was labeling it as “Skyrim in a Game of Throne sauce”, which attracts wide spread audience and fans of the well-known TV show series. The second one was a downgrade from earlier promotional footage, which make this game playable on more computers. The third on was the redesign of logo that make it look less like a sequel to attract new players which are not familiar with the trilogy. With these strategies and its high quality, The Witcher 3: Wild Hunt has received universal acclaim. GameSpot and Eurogamer gave the game their highest rating. And according to review aggregator Metacritic, it earned a rating of 93 out of a 100 as an PC game. In March 2016, it was reported the game has shipped nearly 10 million copies worldwide.
My motivation to play this game originally was because when I tried to play The Witcher 2: Assassins of Kings I could not continue because it was a relatively old game and the graphics was bad. However, its stories were intriguing and tempting. So, when I heard The Witcher 3 came out with brand new graphics and AI and etc., I couldn’t help but instantly bought it and started playing. This game is the role model of RPG games. Its story is interesting and deep while you still have freedom to be whoever you want. Even though your name and appearance are fixed, you can make different choices and be different all up to your will. The side quests in the game are the parts that worth most applaud. Every NPC you encounter in this game is so well developed that you feel like you are reading a well-written novel. For me personally, I have devoted more than 100 hours playing this game and still have not finished the main quest because I was going all around finishing all the side quests. I can feel all the emotions of the characters in this game: their wrath, their despair, their happiness and their grief. It made me feel I was living another life.
This kind of game attracts me a lot mainly because I am a really sensitive person. I like to feel and experience feelings. They just make me feel alive and addicted, even though sometimes I got so caught up with emotions that I remained down for several days. I still could not give up on them. Just like I love reading novels. I seek for stories, and more importantly the people in the stories and their emotions, affections for each other. I want to be moved, be inspired, be amazed, be surprised by the things I cannot experience in my daily life. They taught me how to love others and how everyone can feel different. By understanding everyone is unique and different being, I do not feel alone. All in all, I recommend this game to everyone for a 10 out of 10.
Back in elementary school, I had a class called Information Technologies for several semesters. The teacher taught us how to use basic programs like Microsoft Office, make animations with flash or build websites. As a “good student”, I would sit in the back of the classroom and finish the in-class assignments early, just to make time for installing Counter Strike using a flash drive and playing it with my like-minded friends. Why Counter Strike? Because CS was not big in size, and we could all connect to the local server and play the cooperative mode. Outside of class, we would play similar but online first person shooters such as Cross Fire (a Korean FPS that was very popular in China) and Counter Strike Online. All of these games were about getting better at aiming, but team plays were equally important. Playing with friends that I could communicate with (either through microphone or in-person) was crucial because we could often crush the enemy team who blind-picked their teammates with our strategies. Single-player FPS like Half Life was also enjoyable for me, but I always found myself spending more time with my friends in online games.
I have three best friends in my hometown, and we spent quite a lot of time playing Left for Dead, a four-person survival FPS in which we have to grind our ways through the zombies. After our freshmen year in college, we went to Shanghai for traveling but ended up having to stay in a E-sport café to avoid getting soaked in rain. We saw several people playing a game called PlayerUnknown’s Battleground (PUBG), and we were instantly attracted by it: PUBG is also a survival FPS/TPS that we could team up as a squad of four. Having found such a perfect game for our group, we spent the rest of the trip in the E-sport cafés.
PUBG is my favorite game in the FPS and battle royal genres. One of the reasons is that PUBG incorporates many random factors in it. Counter Strike is fun, but the players always know where they would spawn, what weapons they can purchase with their money, and which spots in the map they should be at so they can spot and kill their enemies instantly. Even the recoil patterns of a gun are the same every time so a player can make every shot land at the same point if they know how to pull down the mouse. CS games became too predictable for me, and PUBG (and battle royal games in general) was just the change I want to see. In PUBG, the players would parachute into the map throughout the entire flight path, and the path is different every match. After the player lands, they would find random loot in the buildings and fight their way out with what they have.
Realism as PUBG’s design philosophy makes me love this game even more. The art style is very realistic comparing to other popular battle royal games such as the cartoonish Fortnite and the fantasy-oriented Islands of Nyne. The weapons are modeled based on their shapes and characteristics in real life: 9mm ammo is for SMGs and pistols while 5.56mm and 7.62mm are mainly for rifles. Players also find different weapon attachments as they play and have to make decisions with trade-offs. Would you rather use a silencer to give away less information about your position when firing your gun? Would you choose a compensator for reducing recoil in combat? Or would you choose the middle ground and pick up a flash hider? Players choose the weapon attachments according to their play styles, and have to balance the amount of healing items, grenades and ammo in their inventories. Some games take customization options too far. A game called Escape from Kartov allows players to choose from tens of attachments for a single gun. PUBG keeps the random factors and customizability at just the right amount so that it becomes a fun game to play while not too complicated for E-sport.
Bad aim: https://giant.gfycat.com/BigheartedUnimportantIlsamochadegu.mp4
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