By design, Prologue is a stripped-back, punishing, isolating expertise. Dropping a lone participant into an enormous, randomly generated wilderness and tasking them with surviving and exploring, its perceived simplicity has resulted in some detrimental responses since its early entry launch final month. Whereas it is one thing PlayerUnknown Productions – the studio fashioned by PUBG creator Brendan Greene – was ready for, there are many plans to increase its survival sandbox and supply new experiences to show critics flawed. In an interview with Greene, I quiz him on among the options teased in its early entry roadmap, additional additions he’d like to see arrive within the sport, and the way lengthy it will take to achieve the ultimate model of Prologue.
Proper now, there are three official methods to play Prologue. Go Wayback is its core mode, tasking you with navigating from a beginning cabin to a climate tower whereas not succumbing to the weather. Goal: Survival is much more intense – an countless gauntlet that can push hardcore followers of the very best survival video games to their restrict as they try to remain alive for the longest time attainable. Lastly, Free Roam permits you to load up a brand new map and discover with out the necessity of meals, water, and shelter from extreme climate. A brand new settings menu additionally permits you to tinker with parameters of those modes.
Nevertheless, there are grander plans on Prologue’s roadmap, and the one which intrigues me most revolves round “expanded development.” I ask Greene if that is going to permit gamers to construct their very own shelters on the fly or create elaborate bases like so lots of its survival sport rivals.
“I need to have the ability to construct a tree home and survive a storm in a tree home,” he fantasizes. “Bushes are simply results proper now, so I am undecided there’s correct geometry, so it could possibly be exhausting… However [overall] the purpose is to have a constructing system that feels free kind sufficient that you may actually construct no matter you need. Initially, [you can] form of scrape collectively cabins, or scrape collectively constructions in a forest in the midst of a storm, so you may defend your self. However I actually need to give folks the liberty, so it is extra like [a] artistic mode – we simply must do some testing with what number of planks [of wood] you may spawn earlier than it kills your CPU and that form of stuff. However it’s all about that steadiness; we actually need to make it as freeform as attainable. So it is not a lot worrying about being sensible, extra about creativity.”
“I referenced Valheim as [a game with a] actually fascinating constructing mechanic that’s freeform sufficient that permits you to create the Millennium Falcon,” Greene provides. “So this type of freedom is the form of stuff I need within the sport.”
New modes are additionally coming, and Greene has been enjoying one which he is extraordinarily enthusiastic about, however could be “killed” by his workforce if he was to share particulars at this stage. He does, nonetheless, let me in on an thought he is eager to implement in some unspecified time in the future sooner or later.
“My massive need is to get some form of, not full multiplayer, however form of like Darkish Souls, the place you play with a ghost of your good friend. So we already now have deterministic [elements], so when you spin up the identical seed together with your good friend, it’s best to get the identical climate, it’s best to get the identical loot, and it’s best to get the identical cabins […] I am undecided concerning the loot but, I do not suppose the loot is precisely the identical. However the purpose could be that you simply and your good friend can play the sport collectively and have the identical expertise whereas not enjoying absolutely multiplayer. However possibly you see a ghost of your good friend that you may race throughout the map.”
I ask if which means PlayerUnknown Productions has determined in opposition to correct, on-line multiplayer for Prologue, regardless of co-op play being such an enormous draw for a few of its massive survival rivals.
“It is not that [multiplayer] is off the desk, it is that with the best way we generate our worlds, they must be 100% deterministic for each participant, so each participant will get the identical world. We’re almost there.” He provides that this is able to “require a number of rewriting” and goes to take a while, however it’s definitely a risk for Prologue sooner or later. Greene says that he is aiming for 3 DLC expansions for the sport as soon as early entry is over, and that multiplayer will most likely be a DLC 3 characteristic, so in the direction of the very tail finish of Prologue’s growth.

As for the way lengthy it will keep in early entry, Greene says it will final for “a few 12 months.” The items of DLC that’ll observe won’t solely add new options and techniques, however they will even be “telling a bit extra of the story” behind Prologue. He says that because the narrative and the survival sandbox expands, the potential for correct missions and quests could emerge, however he says that is contingent on PlayerUnknown Productions making its world technology extra plausible and convincing.
“It is a good looking world, however [right now] it is a bunch of cabins plopped down. I need to see pathing. I need to see infrastructure. I need to see [evidence of] human life connected to the world as nicely.”




