'We're aiming to leverage early access as it was intended': Brendan Greene, creator of PUBG, seeks to develop his new survival game collaboratively with the community
Games/Survival & Crafting

'We're aiming to leverage early access as it was intended': Brendan Greene, creator of PUBG, seeks to develop his new survival game collaboratively with the community

Brendan Greene, the visionary behind PUBG, reveals his mission for the new survival simulator while emphasizing community involvement in its development.

Towards the conclusion of last month, Brendan Greene’s studio, PlayerUnknown Productions, finally launched its new survival simulator into early access. Notably, the game has evolved significantly over the few weeks since its release.

Prologue: Go Wayback! originally featured a single mode: survival, where players find themselves on a procedurally generated map with a singular goal—to survive the elements, ensuring they remain nourished until they locate the lighthouse, the game’s sole escape route. While seemingly straightforward, various factors can greatly impact success, for instance, spawning in the middle of a lake.

However, since its early access launch at the end of November, new features have already been implemented. “The game mode was improved based on feedback from players on our servers and TeamSpeak at the time,” Greene mentions. “Initially, I envisioned a fun survival loop, but after considering community input over recent months, we opted to offer a free run mode.”

Now, players can choose to extend their experience indefinitely or save their game to return at another time, with an aim to enhance their survival strategies on the same map while enjoying the beautiful views that Prologue offers.

“The challenge level can vary significantly,” Greene states. “Objective survival challenges are particularly tough, with no shelters to rely on. You just have to endure against the elements with foraging and cunning.”

Moreover, it’s worth noting that not all players interested in the game are seeking intense challenges. Feedback has also indicated a demand for an easier mode: “We are envisioning a free roam mode where all health metrics are disabled, allowing players to wander freely around the maps.”

The community’s perspective is invaluable to Greene, stemming from his roots in modding games. He concluded, “I want to craft games with the community, not just for them. Early Access is essentially a creative oven, and the game requires time to bake properly.” Greene emphasized that early access should not merely serve as a marketing tool, but as a true developmental phase where player interaction informs the end product.

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