Games

The author of PUBG wants to make games for thousands of concurrently playing people -apkrig

Last week, designer Brendan Greene announced his departure from PUBG Corporation. The developer, who is considered the spiritual father of the battle royale genre, with whom he started through a modification for Arma 2, resp. DayZ, decided to start a new company and focus on his own projects. He named it simply – PlayerUnknown Productions – and in his short message from early September, he promised to reveal the first details of the upcoming title soon. As he had promised, it happened on Friday night when Greene appeared in front of the players and revealed that he was taking he took already under the heading PUBG Corp. an ongoing project called Prologue. We first heard about him in 2019, when Greene moved from South Korea to the Netherlands, and it is surprising that he was allowed to continue on it. But maybe that’s where Krafton, the parent company of PUBG Corp., comes from. – a minority stake in the newly established studio and it is likely that Greene will remain under mild supervision.

Regardless, the words of the mentioned designer sound very ambitious and given what he managed with H1Z1 or PUBG, we definitely do not take them lightly. In a special message in which Greene looks a little otherwisethan players could last remember, reveals the technological background behind the future big title. It is precisely Prologue, which is to fulfill the long-term dream of the designer, ie to present the player with a huge open world that will remain interesting and believable. Greene points out that this is one of the biggest obstacles in creating games with large maps, ie if they have something to stand for and arise in a reasonable time. To this end, the PlayerUnknown Productions team looked for adequate technology and eventually looked at the neural network and artificial intelligence.

“We want to create realistic sandbox worlds of sizes that no one has tried before. Worlds with an area of ​​hundreds of square kilometers and thousands of players who communicate, explore and create with each other, “Greene revealed his vision. Before such a game sees the light of day, players will be able to try out some of the already working technologies in the aforementioned Prolog, for which they will not have to pay anything. Greene states that it will not be a game, but a technical demo, and that is why he does not want to condition the possibility of playing – but also further development – by paying. Nevertheless, he believes that if someone likes the work of PlayerUnknown Productions, they will express their affection financially in accordance with the model to pay as much as you see fit, or they will want to enter the development themselves and apply for a place in the studio.

The prologue should have no clear rules, except for one thing – to get to the place marked on the map. To do this, the player will have only a handful of tools with which he can create more, and his own wit. The world he will have to conquer should be unique every time Prologue launches, which is to test the power of the generator, not only preparing interesting places to explore, but also elements of gameplay and other content. An important role will then be played by the weather, which, according to the developer, should be a constant enemy on the way to overcoming the set point and lay the foundation for the future game again. It will be created if the emerging technology can be completed, but Greene does not expect this to happen significantly sooner. He reckons that the path to a full-fledged game can take several years, or the studio may never work to achieve the result. But if he doesn’t try, he probably won’t get an answer.

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