Originally written Sep 2020, published recently.
It’s the latest craze in video games. Last Man Standing games in larger open-world environments. From DayZ, to PlayerUnknown’s Battlegrounds, to Fortnite and Fall Guys. Battle Royale games pit a large amount of unknown players in a single competition, to see who can become the ultimate competitor. In this blog, I’d like to take a deep dive into how this trend came to be, and if maybe parallel observations can lead to discovering the next ‘hit’ genre.
Minecraft is one of the reasons why BR exists.
Let’s firstly look at breaking down what the genre is. Battle Royale games are not unknown to old school gamers, many have undoubtedly described it as ‘big last man standing game’. Indeed, the ‘Last Man Standing’ genre was featured in games like Quake, Halo, and TimeSplitters. This was during a pre-loadout based shooter era of first-person games, when having to find weapons in the map was a key element of the game’s flow. The recent trend of starting loadouts was a reaction to the popularity of class based shooters like Team Fortress. This retro idea of finding equipment was rebranded as ‘looting’ because of the ‘survival games’ trend that had just come to pass, mostly instigated by Minecraft. But let’s also not forget that this started in the 2010’s, coming off the cuff of the 2000’s grimy shooter era and back towards a romanticized first person shooter experience. The stars were aligned for a ‘gamier’ interpretation of multiplayer shooter.
Getting to the format.
That period is when DayZ came to be. And that was my first foray into the genre. I played the Arma 2 Mod for DayZ back in 2009-10. There wasn’t a strict winner at this time, we were still satisfied with the prospect of existing as a ‘winner’ in this wasteland until someone took us down. And then we’d start all over and get revenge. The question is, how did we come to the format that would shine a glorious light on a winner?
March 23rd 2012, the release of The Hunger Games (movie), would enlighten a new spark of fantasy in people. Not many people like the franchise, but what most people will agree on is that the first was the best one. Its gritty portrayal of teens ruthlessly pit against each other in an arena would awaken a lumbering desire in people. The survival demands of Katniss was a perfect self-insert for the daydreamers we are.
This desire was also a proven thing.
I was quite good at Halo back in the day. I played 2 and 3 religiously and wanted to go competitive during my teens. As a throwback, I went to the Microsoft Booth at PAX Australia in 2017, and played a round of Slayer in Halo 5. I was on my way to doing a flawless 25-0 against 7 randoms. The thrills of being at the top, and the stakes of the one life I had were irreplaceable. But it’s a feeling that the 7 others didn’t have. Victory for them wasn’t staked on their current life, but for me it evolved into wanting this flawless victory. Battle Royale games would democratize this feeling to all of its participants, and that is the exhilaration you’re feeling as you scrounge for supplies in your BR game of choice.
The BR Boom.
Now that we understand the historical background of BR games and relevant genres that morphed into it, we can look at its recent executions to see how developers and publishers attempt to stand out.
Most are familiar with the story of PUBG, and the modification of Fornite to become a BR game, and its later evolutions. PUBG is most definitely a product of the post-gritty era of shooters. The FPS gameplay maintains the semblance of realism, but the constructing rules of the competition are romantically defined.
You’re using realistic ballistic weapons, but everyone is parachuting onto this island and having a 100-man fight.
Fornite on the other hand, is completely stylized and always was in the beginning. The big twist there was the leveraging of its existing building mechanics to bring about the ‘survival sandbox’ genre into play. This strikes a cord with the Minecraft generation, whom grew up understanding crafting and grid-building, and most likely had ventured into Minecraft’s modded competitive games. Combine that with the Free-to-Play business model, which is very popular with young teens, and the game was bound for success. F2P models are proven by the immense mobile games industry, and the bits of celebrity endorsement didn’t hurt the brand either.
Between PUBG’s success and Fornite’s immense success, everyone else in the industry was ready to jump on the BR boom. All of this to varying levels of success, from Radical Heights to Apex Legends. These have had their issues with maintaining a sticky audience against what is now a highly competitive market, but then comes the arrival of Fall Guys.
Fall Guys is a TV-show themed, elimination round mini-game anthology. 60 players join together and partake in obstacle courses, memory games, team-based competitions to survive. This game taps into the same feeling of victory as other BR games.
If I am alive, I’m winning.
In this example, we see a twist on the genre. It’s not a first person shooter, it’s not truly competitive, and it’s been broken down into a round-by-round basis. This almost targets players who don’t like the BR games that came before it. You don’t have to wait fifty years to play again, and you’re always in the action.
Mediatonic and Devolver Digital were almost certainly aware of the impending success of the game as the meta progression aspect was in place quite early with a proven model. The hap-hazard, player-body clamoring aspect of this game hearkens me back to Gmod game modes. In particular the obstacle courses in which a mass of players attempt to platform across the level, and very few make it to the finish line.
Gumbo games are the future.
We’re seeing a trend here of combining underground cult-hit game genres, formalizing them into an approachable package for guaranteed hits. DayZ combined shooters and survival. PubG combined that with ‘Hunger Games’/’Battle Royale’ media, Fornite combined that with base building, and Fall Guys combined the format with clumsy platforming.
Gumbo games are a melange of genres that work well together to make a more interesting dynamic. I think without a doubt that the next big hits in video games will be borrowing elements from all sorts of genres. Similarly to how RPG-elements are added to most games, deciphering which existing genre can blend into your game to elevate the bar is a key to success.
Interestingly enough, the trend of blending genres is something that gained popularity from indie games. It’s often considered false praise to give certain games credit for the existence of others, but it’s interesting (maybe not important) to recognize the catalyst for these movements in the video games industry.