PUBG WTF Moments: "You miss 100% of the shots you don’t take...🤪" - #PUBG Mobile Best Gameplays #1

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PlayerUnknown's Battlegrounds (PUBG) is an online multiplayer battle royale game developed and published by PUBG Corporation, a subsidiary of South Korean video game company Bluehole. The game is based on previous mods that were created by Brendan "PlayerUnknown" Greene for other games, inspired by the 2000 Japanese film Battle Royale, and expanded into a standalone game under Greene's creative direction. In the game, up to one hundred players parachute onto an island and scavenge for weapons and equipment to kill others while avoiding getting killed themselves. The available safe area of the game's map decreases in size over time, directing surviving players into tighter areas to force encounters. The last player or team standing wins the round.

Battlegrounds represent the standalone version of what Greene believes is the "final version" of the battle royale concept, incorporating the elements he had designed in previous iterations. Faster development was possible with the game engine Unreal Engine 4, compared with ARMA and H1Z1, which were built with proprietary game engines. Greene acknowledged that implementing the size of the maps in Battlegrounds has been one of the challenges with working with Unreal, which was not designed with such maps in mind. The game was designed as a mix between the realistic simulation of ARMA 3 and the arcade-like action focus and player accessibility of H1Z1.To prevent in-game cheating, the game uses the "BattlEye" anti-cheating software, which had permanently banned over 13 million players by October 2018. BattlEye indicated that 99% of all cheating software for the game was developed in China.

Based on Greene's experience with the genre, an island with many terrain features was picked as the first map, known as "Erangel". The map design scope was to offer players many possible options for strategic and unique gameplay.[4] Some buildings and structures were designed to depict the style of the brutalist architecture of the Soviet Union during the 1950s. The developer team playtested architecture features and random item placement systems, looking at both how close-quarters encounters went, and for open terrain areas. During early access, additional maps were planned, such as one set on a fictional island in the Adriatic Sea that included snow-covered Yugoslavian territories. Greene stated that he thought the Erangel map felt disjointed despite meeting their goals for gameplay and sought to create more unified ideas with future maps.

The freefall from an airplane at the start of each match was a new feature for the genre, to encourage strategy between staying with the pack of players or seeking out one's own route for a better chance at finding good loot.[6] With the added parachute drop, Greene considered that Battlegrounds had three distinct subgames: the airdrop during which one must quickly figure out the best time to jump and where to land in relationship to the other players, the loot game of knowing where and how to gather the best possible equipment and the combat game with other players.[34] Winners of a match are greeted with the phrase "winner winner chicken dinner", an idiom that Greene had used in his prior battle royale games and kept in Battlegrounds, which itself had origins as early as the Great Depression era.

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