Quick defence of PUBG in light of following battle royale games:
LACK OF BUSHINESS!!!
LACK OF BUSYWORK!!!
I’ve tried many first person battle royale games since PUBG, and all of them introduce loads more stuff on top of the central idea.
This results in extra things to do during the game: crafting supplies, crafting ability modifiers, collecting currency, collecting blueprints for new weapons.
It also makes for extra work between games: like building loadouts, upgrading weapons, selecting characters, choosing classes, leveling shit up, reading up on the new meta.
All that “stuff” is PERFECT to create a lifestyle game. People want to spend their currency. People want to level up all the classes. People want to unlock all the abilities. But I’ve got zero interest in busywork during game, and even LESS in busywork between games.
And all the different things to unlock and abilities to choose between creates a huge bushiness, especially towards the end of games.
In Warzone, by the end, everyone has different abilities. Some players will show up on heartbeat sensors, some will show up on UAV scans, others won’t. Some will be able to restock ammo and throwables, others won’t. Some will be able to take stims to survive in the blue zone, others won’t, some will move faster than others. And that doesn’t even take into account weapon upgrades.
In Apex Legends and Super People, the classes are even more delineated, with wormholes and teleporting and conjuring monster trucks and setting off nukes and shields popping up…
Why I’ve always gone back to PUBG after trying all these (and many other) battle royale games is that I have to put in ZERO thought between one game ending and jumping out the plane in the next game. Nothing. The first decision is “where do I try to land?”
Escape From Tarkov is at the extreme end of this “between the game” stuff, with Warzone in between. I’ve got less than zero interest in inventory tetris or weapon reloading or weapon building.
And at the end of the game, no player has more abilities than I do based on levelling or crafting or ANYTHING which isn’t also available to me, during the game. It’s all based on what loot you pick up off the floor, or what you get from killing other players. And every player can use any loot just as well, with no cooldown timers. What decides the game is: player FPS skill, positioning/tactics, and current equipment.
The only thing I think PUBG should add that all these other battle royale games have is some form of teammate resurrection. In Warzone you can buy back your dead teammates (if they don’t get out the gulag), Apex Legends has a “take a token to a beacon” mechanic, Super People has a loooong defibrillator revive which costs gold coins. It’s an obvious and accepted game mechanic to bring back teammates after a successful fight (but not 100% successful) so your friends don’t have to spectate another 20 minutes if you otherwise do well in the game.