Chicken dinner, anyone?
You've
all heard of Battle Royale's right? Chances are good that you have, afterall
the most popular game in the world right now is, in fact, a Battle Royale.
Fortnite has held onto the title of most played game for several months now,
bordering close to a year, after taking the gaming world by storm when it
launched. But what makes the juggernaut so popular? Well, for my money it is
the very formula of Battle Royale games. Admittedly Fortnite did help shape
that formula, but every game that has followed them since has met with some
degree of success, however fleeting, so we know that it works. Let us dive into
that formula, how it works and, most importantly, whether or not Battle
Royale's will sustain their popularity in the coming years.
Lets
start with addressing where the 'Battle Royale' genre comes from. Because if
you think this all originated with Fortnite, you are in for a ride. Fortnite
copied their game idea from another game that was on track to the fame and
success that Fortnite now enjoys: Player Unknown's BattleGrounds or PUBG.
Unfortunately being a smaller and less experienced team than Epic, South Korean
developer Bluehole struggled to keep the game relevant once their cartoony
competition arrived on the scene. PUBG was known for playing very rough, but
the developers decided to spend their time in adding new content rather than
fix the existing stuff; that is, at the end of the day, where the money is at.
So once Epic showed up with a game that was structurally sound from the getgo,
marketable to children and free to play, PUBG's death sentence was all but
signed. PUBG is still somewhat popular today but they struggle to pull numbers
anywhere close to Fortnite, they missed their chance.
But
Brendan Greene wasn't the first human being to come with the Battle Royale
formulae either. Before PUBG there were a slew of short-lived fad games that
cashed off on the genre before fading back into obscurity. Who remembers The
Culling? Or H1Z1? Or... Knives Out? Okay, even I don't remember Knives Out; but
it just goes to show that these games were everywhere before the genre leaders
were even conceived. So where did it all start? For money it all goes back to
the real OG: Minecraft: Hunger games. I know, I know. Minecraft? Really!? But
just take a look at what Minecraft: Hunger Games had to offer and the hallmarks
are all there. One life, scavenged weapons, randomized loot, the works. And
seeing as almost every gamer already owns Minecraft, it's popularity was set in
stone. All it took was for one enterprising individual to look at the game and
figure out how to monetize it and Battle Royale was then born.
But
what separates Battle Royale from any other competitive multiplayer modes?
Well, that's easy and obvious, the 'one life rule'. Nothing gets the blood
pumping and adrenaline racing like telling your player that they only have one
chance to prove what they can do. It worked out for 'Search and Destroy' back
in the Call of Duty days, pitting players in a small map without respawns. And
it has worked out for every Battle Royale to date. This reflection of mortality
goes back to the conceptual origins of the genre: Hunger Games (The movie)
which in turn borrowed it's premise from 2000's Battle Royale. Which was an
adaptation of a Japanese Novel of the same name. Which was based on true
events. (Okay that last part is a lie.) All these stories feature a 'Game' or
'Event' where the cost to play is the unacceptable loss of human life in the
hundreds. Whatever the warped purpose for it all, that is the emotional crux of
the premise that is meant to resonate with the audience. That kind of cost is
hard to demonstrate in Video games with our technically infinite chances, so
the way it was achieved was by limiting those chances down to one. Like in real
life. Or at least until we all become immortal cyborg gods in the inevitable
Cyberpunk future.
Then
there is the scavenging aspect of the gameplay which is linked with the
balancing and monetization. Contestants start each and every match devoid of
all the weapons, tools and equipment that they will need to win the match. Only
by digging through lootboxes (Not those kinds) and chests can people hoard up
enough of an arsenal to slay their enemies and claim that all important:
Victory Royale. The affect of this to make sure that all Players are on an
equal playing field when they enter into a match so that literally anyone can
end up winning. Some of my favourite Battle Royale experiences, Like Nuclear
Winter, skewer this slightly by offering players little selectable perks so
that they can angle their playstyle a certain way; but proper balancing of
these perks is essential to ensuring that this doesn't end up destroying the
harmony of your gamemode. This part of the gameplay is also important to the
monetization of the game, which is the part that properties like Fortnite are
particularly driven to get right. Players hate being put in a scenario where
they have to pay in order to win, so developers have to be sure that any
microtransactions that they offer do not affect gameplay in any minute fashion.
All the successful Battle Royales have stuck to this rule, keeping
microtransactions strictly cosmetic, for fear of overstepping their bounds with
gamers. Doesn't make their microtransactions good or valuable, but at least
they're not necessities.
But Why
do people keep playing these games after beating it once, you may ask. This was
a problem addressed all the way back in games like Modern Warfare 2, but
perfected in the aforementioned, Fortnite. It is common in multiplayer Video
games that as you level up you earn items that can then help you down the line.
However, in the past those sorts of items used to be things like better
weapons, new attachments and sometimes just bragging rights. However we now
live in a video gaming age where developers have narrowed down exactly how to
tempt recurrent players indefinitely, They know exactly what buttons to
push, what emotions to exploit and what things to say. Earning weapons is, afterall, not applicable in a Battle Royale
environment as you have to scavenge for those weapons anyway. What about giving
players access to weapons that they could maybe loot in a match? Well, no one
has gone that far yet, luckily. Instead these Battle Royale games link their
progression with a steady stream of cosmetic items that the player can unlock,
I'm talking; Weapon skins, Player Skins, Emotes, Dances, etc. Easy to produce
content that players instil their own value to, nudging them to keep playing
more and more.
There
is a deeper level to this kind of system however, and it is the reason why I
said that Fornite had mastered this premise, Because they instituted The Battle
Pass. The Battle Pass is a system wherein players start accumulating
progression towards season specific content. As you play matches, kill
enemies and place high in the rankings, players earn EXP. That EXP unlocks them
levels in a Battlepass and occasionally cosmetic rewards, however, Fortnite
pushed this into Psychological warfare as they offered two types of Battle
Passes, the free version and the premium version. Players will unlock levels on
the free version whilst being teased with much cooler loot they could
be getting in the premium version. Tempting that subscription purchase. This was all heightened by the fact that the rewards were limited to a season (Usually about 4 months) creating that feeling of scarcity. Was
that difficult to understand? Because it was difficult to explain, and that is
exactly what these companies are hoping for. Their hope is for people to just do
ahead and subscribe without fully thinking it through.
The
Battle Royale Genre is a unique blend of traditional casual multiplayer reward
systems and hardcore gameplay mechanics to create a skill based competitive
format. Those who win are made to feel like they are superior players
when in truth they are just the last one standing. A lot of random luck goes
into winning a Battle Royale, but that doesn't mean some challenge isn't in the
hands of player as well as RNG systems. Somewhere between chance and skill is a
the sweetspot in which the genre resides and it is a very profitable sweetspot
indeed. For this reason, more and more companies are starting to tip their hat
into the Battle Royale ring, hoping to get some of that profit for themselves.
Activison has one, Bethesda has one, Ubisoft are likely making one and EA has
two (because they just love competing with themselves.) So surely this means
that Battle Royales are here to stay.
Well
yes and no. Whilst it's true that few can resist the allure of a Battle Royale
game and investors are always eager to fund the next Fortnite, not many last
the long haul like one might hope for. I mentioned the Culling earlier, they had a pretty rough go of things and shut down this May. They tried to recapture
their success by going Free-to-play but just ended up sealing their own fate.
Then there was Boss Key's Radical Heights; a 80's themed Battle Royale that
crashed horribly and sunk the studio behind it. Despite that studio being
founded by video game legend: Cliff Bleszinski. Even proposed 'Fortnite-killer'
Apex Legends has lagged in growth, despite incredibly sound controls, due to
development difficulties slowing down the creation of new content. Battle
Royales are not the guaranteed money maker that they seem to be and can
actually be a pretty risky venture. Because of their involved nature, most
players don't have the freedom to juggle several Battle Royales and likely just
find one that they like to stick with. Eventually, games companies will be
forced to admit that the Battle Royale market is not infinite and be forced to
find some other trend to beat to death. My prediction: give it until the next
console generation has set in. See if Battle Royales are still the top dog
then.
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