I’ve played hundreds of hours of this game, and I think this would be detrimental to my experience. #PUBG WHY CANT I CREATE A CUSTOM MAP PRO#Nothing seems worse than a purposeful destruction of the vague flattening effect that a hand or a leg blocking a headshot has between me and a pro player. ![]() This simulationist impulse surely makes sense for some games, but it seems like a pure nightmare to me. There are also plans to implement a bullet penetration system that will allow projectiles to fly through thinner parts of the target’s body and into the softer, meatier parts. You will be able to hear a vehicle’s suspension, and players will make different sounds depending on what they’re wearing. In a bid to appease hardcore simulationists, there are plans to implement augmentations to the way that the game handles sound. The road map for the next year, though, suggests that there are pillars in the game’s design that are going to be actively making the game more muss-y. While there are some weapon stats that are worth knowing, it is generally just pick-up-and-play. It is a (mostly) fair game where a little bit of tactical play and a small amount of work on your shooting skills will go very far in making you better at the game. I can have a good time with friends while playing this game because it is, generally, right in the middle of the road as far as games are concerned. But I increasingly feel that PUBG’s massive success is just as much about what it allows for as it is about what is happening in the game. Every single thing there has been created to be that way. #PUBG WHY CANT I CREATE A CUSTOM MAP CODE#There is not a single line of code that has been put into the game that someone did not think about and implement. To some degree, drawing a line between “stumbled upon” and “designed” is arbitrary. Instead, they feel like things that the PUBG team stumbled on in their combination of H1Z1, ARMA and other videogames in the wide field of shooters. They don’t feel like specific design decisions. Now, a year later and with the next year loaded and ready to go, those don’t feel all that new or unique. The gunplay had a sharp tactical feeling. When it was released, PUBG had the benefit of being “that battle royale game where 100 people fight it out.” Although it was coming on the heels of H1Z1’s success in that genre, PUBG felt like the first thing built from the ground up with the battle royale idea in mind. Without access to any kind of design document, I can tell you what makes a Paradox game unique from games from another publisher I can tell you what makes Diablo III unique from other 3rd person action RPGs. I can’t suss out what those pillars might be for PUBG at this point. What makes this thing unique? What makes players wants to engage with this thing instead of all of those other things? In these cases, design pillars are about creating a boundary between a specific game and all of the other games in the world. Another example, perhaps just as illuminating, are the original pillars for Diablo III. ![]() Paradox Interactive, for example, has a set of pillars to help understand what makes one of their games different from other games in the strategy genre. Designers can make these as generic or specific as they want. In contemporary game design, there is a lot of talk about “pillars.” These are just what they sound like: these are the ideas and concepts that hold up the entire structure of a game. It’s a lot of good news, but it leaves me a little worried, because I don’t know if PUBG has any sense of what it wants to be. Graphical upgrades are incoming, as are complete overhauls to animations and the parachuting system. A new, smaller map is coming, joining Murder Island and Miramar, our two current options. A week ago the developers, PUBG Corp, released a roadmap of the future of the game. I’ve been playing for an entire year at this point, and while the game has fallen a bit in popularity over the past couple months, I have remained diligent and true, paying attention to the game’s developments and promises. I’m a consistent player of PlayerUnknown’s Battlegrounds.
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