PUBG: Battlegrounds

 PUBG:

Battlefields (or PUBG, formerly known as Player Unknown Battlefields) is a multiplayer online war game developed and published by PUBG Corporation, a Krafton-owned company. The game is based on past modes created by Brendan "PlayerUnknown" Greene in other games, inspired by the 2000 Japanese film Battle Royale, and expanded into an independent game under Greene's artistic direction. In the game, up to 100 players parachute on the island in search of weapons and equipment to kill others while avoiding suicide. The available safe space of the game map decreases in size over time, directing surviving players to solid areas to force a merger. The last player or standing team wins the round.

PUBG was first released by Microsoft Windows with Steam's pre-access beta program in March 2017, and the full release in December 2017. The game was also released by Microsoft Studios for Xbox One with its Xbox Game preview program. that month, it was officially released. September 2018. PUBG Mobile, a free-to-play mobile version of Android and iOS, was released in 2018, in addition to the PlayStation 4 port. The Stadia streaming platform version was released in April 2020. PUBG is one of the best-selling video games. , the most lucrative and the most played. Original PUBG: Battlefields have sold over 70 million copies of personal computers and game consoles since 2020, while the most successful PUGB Mobile version has collected $ 1 billion downloads since March 2021 and made more than $ 1 billion 6.2 dollars for mobile devices from August 2021. The main game is free to play from January 12, 2022.

PUBG has received positive reviews from critics, who have found that while the game has some technical flaws, it has introduced new types of games that can be easily accessed by players of any skill level and are very playable. The game was created to highlight the type of battle royale, with illegal Chinese clones also being produced following their success. The game also received nominations for the Games of the Year, among other awards. PUBG Corporation has run a number of small tournaments and introduced in-game tools to help spread the game to viewers, as they aspire to be a popular sport. PUBG Mobile has been banned in some countries for allegedly being dangerous and seducing young players.

Gameplay
PUBG is a competitive player shooter game where up to 100 players fight in a battle royale, a kind of high-stakes death of the last person standing as the players struggle to stay last. Players can choose to enter the game on their own, in pairs, or with a small group of up to four people. The last person or team survives the game. [1]

Each game starts with parachute players on one of the four maps, with areas of about 8 × 8 km (5.0 × 5.0 mi), 6 × 6 km (3.7 × 3.7 mi), and 4 × 4 km (2.5 km). × 2.5 mi) in size. [2] The flight path across the map varies with each round, which requires players to quickly determine the best time to land and parachute down. [1] Players start with no gear other than the selected outfits that do not interfere with playing the game. Once there, players can search buildings, ghost towns, and other locations to find weapons, vehicles, weapons, and other equipment. These items are still systematically distributed throughout the map at the beginning of the game, with some high-risk areas often having better equipment. [1] Killed players can be robbed to get their belongings. [1] Players can choose to play with first-person or third-party views, each with advantages and disadvantages in combating awareness of situations; although server-specific settings can be used to force all players to have a single view in order to eliminate certain benefits. [3]

Every few minutes, the playable area of ​​the map begins to shrink toward the random area, with any player caught outside the increasingly dangerous safe area, and finally released if the safe area is not set in time; in the game, players see the border as a glossy green wall that fades over time. [4] This creates a closed map and increases the chances of merging. [1] During the game, random areas of the map are highlighted in red and bombed, posing a threat to players remaining in the area. [5] In both cases, players are alerted a few minutes before the event, which gives them time to move to a safer location. [6] The plane will fly over various parts of the playable map from time to time, wherever the player uses a flaming shotgun, and drop a loot package, which contains items that are usually not available during normal play. These packages emit the most visible red smoke, attracting interested players closer to it and creating more conflict. [1] [7] On average, a full-cycle lasts no more than 30 minutes. [6]

At the end of each round, players earn in-game earnings based on their performance. The money is used to buy crates that contain custom cosmetics to make custom characters or weapons. [8] A rotating "event mode" was added to the game in March 2018. These events change the normal rules of the game, such as establishing larger teams or teams or changing the distribution of weapons and armor throughout the game map. [9]Development
The concept and design of the game were led by Brendan Greene, better known for his online handle PlayerUnknown, who created the ARMA 2 mod DayZ: Battle Royale, the shoot of the popular mod DayZ, and inspired by the 2000 Japanese film Battle Royale. [10] [11] At the time of creating DayZ: Battle Royale, about 2013, Irish-born Greene lived in Brazil for a few years as a photographer, graphic designer, and web designer, and played video games such as Delta Force: Black Hawk Down and the American Army. [12] [13] The DayZ mod captured his interest, both as a real military simulation and its open game, and began playing with a custom server, learning to edit as it progressed. [12] Greene has found many first-person shooters very repetitive, considering the maps are small and easy to remember. He wanted to create something with random features so that players would not know what to expect, resulting in a high level of repetition; this is done by building very large maps that cannot be easily memorized and using random object placement throughout. [14] Greene was also inspired by the DayZ online competition called Survivor Gamez, which featured dozens of Twitch and YouTube broadcasters fighting for just a few; since she was not a broadcaster herself, Greene wanted to make the same game mode anyone could play. [14] His first efforts in this mod were heavily influenced by novels in The Hunger Games, in which players tried to fight for a collection of weapons in the middle, but from this to give players a better chance of survival by distributing weapons, too. and to avoid copyright issues and novels. [11] Inspiring in the film Battle Royale, Greene wanted to use safe squares, but her inexperience in coding led her to use safer circular areas instead, which persisted on the Battlefield. [11]

When DayZ became its independent title, interest in his ARMA 2 version of Battle Royale mode ceased, and Greene switched mod development to ARMA 3. [12] Sony Online Entertainment (now the Game of Thrones Game) was interested in Greene's work, and brought him as a mentor to develop on H1Z1, licensing a battle royale idea from him. [12] In February 2016, Sony Online split H1Z1 into two separate games, survival mode H1Z1: Just Survive, and battle royale similar to H1Z1: King of the Kill, at the same time as Greene's consultation period ended. [15 ]

Separately, the Seoul Ginno Games-based studio, led by Chang-Han Kim and built multi-player online games (MMOs) for personal computers, was acquired and renamed Bluehole Ginno Games by Bluehole in January 2015, South Korea's main publisher of MMOs. and mobile games. [16] [17] Kim realized that producing a successful game in South Korea often means she will be published worldwide, and she wanted to use her team to create a successful personal computer theme that follows the same model as other mobile games published by Bluehole. He was already excited about doing some kind of battle royale game after playing DayZ, partly because the format did not take part in Korea. And he wanted to do this with a pre-access model and have a very limited development schedule to deliver the game very quickly while treating the product as a "game as a service" model so he could support it for many years. . [16] While researching what had been done, he found Greene's mods and reached out to her. [16] In July 2017, Bluehole partnered with Facebook to provide exclusive streaming content to Facebook gaming channels, as part of their campaign to provide more gaming content to its users. [18]

As soon as Greene left Sony Online, Kim contacted her and gave her the opportunity to work on a new concept of war roaming. Within a week, Greene flew to the Bluehole headquarters in Korea to discuss options, and a few weeks later, she became Bluehole's founding director. He moved to South Korea to direct development. [14] According to Greene, it was the first time that a Korean drama studio had brought in an outsider to play the role of creative director, and while at risk, he says his relationship with Bluehole management is strong, allowing Greene's team to operate independently with minimal oversight. [6] The main music team was made up of Tom Salta, selected by Greene himself as he and the band sought an "orchestral electronic hybrid" that would give the players a "great shape", keeping them "determined" until the start of the game. [19]

The development started in early 2016 and was announced publicly in June, with plans to have the game ready within a year. [20] [21] Kim worked as the game's main organizer. [14] Bluehole started with a team of about 35 developers who supported Greene's project but grew to 70 in June 2017. [22] Greene said many of these developers were volunteering long hours at the game because of their dedication to the project, and not at all any authority from him or the rulers of Bluehole. [14] [23] In addition to Bluehole, Greene also provides Bohemia Interactive, developers of ARMA and DayZ, in support of motion pictures with their Prague studio. [23] [22]

With the rapid growth of interest in the game, Bluehole unveiled all the PUBG developments at the Bluehole Ginno Games in September 2017, which was renamed PUBG Corporation with Kim as its chief executive. PUBG Corporation continued with game development and marketing and growth, opening a United States office with future plans in Europe and Japan. [24] In August 2018, PUBG Corporation launched the "Fix PUBG" campaign, acknowledging that the game at the time had some minor setbacks and other operational issues. [25] The campaign ended in November, PUBG Corporation calling external links

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