One of the hottest games on Steam right now shows why the PC platform is so ideal for experimenting with different forms of gameplay.

GamesBeat has become enamored with PlayerUnknown’s Battlegrounds. This is a battle royale game, where a group of up to 100 players find themselves jumping out of an airplane and onto an island full of weapons, vehicles … and bloodthirsty gamers. Your goal is to outlast everyone else, either by killing or avoiding them, in an ever-shrinking playing zone. In recent weeks, you could find 100,000 or more people playing it at the same time on Steam.

Survival games have been big for several years now, going back to the zombie mod DayZ for the military shooter Arma 2. Battlegrounds also started as an Arma mod, and you can find the influence of games such as Ark: Survival Evolved and Rust in it as well.

And it shows the creativity of the PC gaming platform. You won’t find this sort of player-driven development evolution on console or mobile. It can’t exist on PlayStation or Xbox because of the lack of mods and open development engines, and you won’t find it on smartphones and tablets because it doesn’t have this modding culture (nor does it really work for that platform).

It’s what makes PC gaming special, and it’s why we’re working with Intel to focus more on gaming’s oldest and most exciting platform.

So look for Col_Manischewitz on Battlegrounds — and cap my ass if you get a chance to do so!

—Jason Wilson, GamesBeat managing editor

P.S. Warhammer 40,000: Dawn of War 3’s opening mission is a little more difficult than we were prepared for.

From GamesBeat

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Team Liquid renews its Twitch partnership

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AMD’s latest $1,000 Radeon Pro Duo puts 2 Polaris GPUs into one card

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Grand Theft Auto V vs. Google Earth reveals Rockstar’s attention to detail

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Heroes of the Storm 2.0 is live with its free heroes and new loot chests

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Bravely Default developer Silicon Studio moves into game engines with open-source Xenko platform

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Beyond GamesBeat

For ‘Overwatch’ and ‘League of Legends’, Evolution is Key

Today, Summoner’s Rift, League of Legend’s iconic arena, is mossy and torchlit, with muted forest tones, broken cobblestone pathways, and whorls of malicious-looking thorned vines. But back in 2009, during its closed Beta, League was as hideous as a dollar-store holiday display. Lime-green trees that belonged in a Lego set dotted the rock-candy landscape; every champion, from the “sexy” Katarina to the unabashedly polygonal Blitzcrank, were comprised of variously sized triangles. (via Glixel)

The challenge of developing Ultimate Epic Battle Simulator’s large-scale carnage

One of the most important considerations for any developer is selecting an engine for their game. You need to consider time frame, learning curve, your budget, and perhaps most crucially, the genre and needs of your specific vision. But the difficulty is exacerbated if you’re building a game the likes of which has never really been attempted before. (via Gamasutra)

id working on a new game engine which will “consume all the CPU Ryzen can offer.”

It looks like the id Tech 7 game engine will be Ryzen’d up from the outset, meaning games built from its constituent parts will take full advantage of the huge multi-threading potential the AMD chips offer. Though considering how many games use the id Tech 6 engine I wouldn’t get too excited just yet. (via PCGamesN)

Stories in Games Aren’t Problems, They’re Solutions

Yesterday, the world of games journalism and criticism blew up in response to an Atlantic article penned by the trickster-gadfly-academic Ian Bogost. For Bogost, games have a problem: They keep trying (and failing) to tell good stories. If games are going to ascend to their potential, he argues, they need to “abandon the dream of narrative media” and instead focus on their ability to configure and reconfigure the world around us in “surprising, ghastly new ways.” (via Waypoint)

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