Almost six years ago, during the 2019 Game Awards, a brief yet captivating 20-second clip showcased a forest being ravaged by a thunderstorm. This teaser was for Prologue, the inaugural title from Brendan ‘PlayerUnknown’ Greene’s new studio, the mind behind PUBG. Recently launched in early access, Greene expressed his feelings of excitement and relief in a recent interview, noting the significance of having Prologue finally available to players after such a lengthy wait. However, the game’s unique design means that players may never encounter that specific storm-battered scene again, as Prologue boasts the ability to generate millions of different map seeds, ensuring that each exploration is a fresh experience. Unlike many contemporary survival games, Prologue does not feature quest markers, NPCs, or enemies; it presents a solitary challenge of survival against the wilderness.
Gameplay and Community Response
My intrigue with Prologue began when I previewed it earlier this year. While the underlying technology is complex, the gameplay itself is refreshingly straightforward. Yet, the survival-focused modes present a formidable challenge. I felt a connection to what PlayerUnknown Productions aims to achieve, though I harbored concerns about the absence of traditional gamification elements, which might alienate some players.
In its initial days post-launch, Prologue garnered a ‘Mixed’ user score on Steam, with many players expressing dissatisfaction over the game’s perceived emptiness. I found myself at odds with these critiques, muttering to myself, “That’s the whole point of the game.” I was curious to know if Greene shared my perspective.
“I kind of expected that,” he replied. “It isn’t a traditional single-player game filled with missions and quests. Instead, it comprises simple systems that empower players to craft their own adventures and make choices. It’s a game played against oneself more than anything else. I anticipated those kinds of reviews, but I’m incredibly proud of the team for swiftly releasing two hotfixes within the first week. We’re also preparing an update with new content, including batteries and other features. We managed to elevate our review score from 55% to 70% in just over a week, which speaks volumes about the team’s dedication. But yes, those comments were entirely expected. I’m just pleased that most players seem to grasp what we’re trying to create.”
While early access launches have become commonplace, Prologue has taken the plunge earlier than many would dare. It does offer some content—three game modes and extensive replayability due to its challenging nature and countless map seeds—but it lacks the typical elements one might expect from a survival game at launch. I asked Greene if he believes the definition of early access has become somewhat muddled in recent times, with some companies potentially misusing it.
“Your words, not mine!” he chuckled in acknowledgment. “There’s been a tendency to use the concept of open beta or early access to release a full game for testing, and if it doesn’t perform well, that’s it. There’s often no plan to use early access as a starting point for future development. This trend seems more prevalent among triple-A studios than indie developers, who generally utilize early access appropriately. Many indie studios still see it as a way to engage with the community and gather feedback. That’s our approach; we wanted to discover the fun alongside the community rather than dictate what that fun should be.”
That player-driven sense of “fun” has led to some extraordinary survival achievements within Prologue. The new Objective: Survive mode eliminates cabins, which serve as safe havens and sources of better gear and food, replacing them with less secure structures. Players are simply tasked with enduring as long as possible against hunger, severe weather, or the perils of the landscape. “We’ve already had one player in our Discord survive for 18 or 19 days,” Greene shared. Players have also been creating their own self-imposed challenges, such as attempting runs without clothing—an audacious feat, especially in a blizzard.
“Every week in our Discord, we post a seed, and players must find the shortest distance from the weather tower to the starting cabin,” Greene explained, illustrating how the sandbox nature of Prologue can be creatively manipulated to generate new challenges. He fondly recalled the early days of PUBG, where players would attempt to win matches using only a frying pan, highlighting the innovative spirit of the gaming community.
Stay tuned for more insights from my conversation with Greene regarding Prologue’s early access plans and Project Artemis, his ambitious vision of creating expansive, planet-sized worlds to realize his interpretation of the metaverse.
PUBG creator says he “100% expected” negative reactions to his new survival game, but its Steam reviews are improving fast
Almost six years ago, during the 2019 Game Awards, a brief yet captivating 20-second clip showcased a forest being ravaged by a thunderstorm. This teaser was for Prologue, the inaugural title from Brendan ‘PlayerUnknown’ Greene’s new studio, the mind behind PUBG. Recently launched in early access, Greene expressed his feelings of excitement and relief in a recent interview, noting the significance of having Prologue finally available to players after such a lengthy wait. However, the game’s unique design means that players may never encounter that specific storm-battered scene again, as Prologue boasts the ability to generate millions of different map seeds, ensuring that each exploration is a fresh experience. Unlike many contemporary survival games, Prologue does not feature quest markers, NPCs, or enemies; it presents a solitary challenge of survival against the wilderness.
Gameplay and Community Response
My intrigue with Prologue began when I previewed it earlier this year. While the underlying technology is complex, the gameplay itself is refreshingly straightforward. Yet, the survival-focused modes present a formidable challenge. I felt a connection to what PlayerUnknown Productions aims to achieve, though I harbored concerns about the absence of traditional gamification elements, which might alienate some players.
In its initial days post-launch, Prologue garnered a ‘Mixed’ user score on Steam, with many players expressing dissatisfaction over the game’s perceived emptiness. I found myself at odds with these critiques, muttering to myself, “That’s the whole point of the game.” I was curious to know if Greene shared my perspective.
“I kind of expected that,” he replied. “It isn’t a traditional single-player game filled with missions and quests. Instead, it comprises simple systems that empower players to craft their own adventures and make choices. It’s a game played against oneself more than anything else. I anticipated those kinds of reviews, but I’m incredibly proud of the team for swiftly releasing two hotfixes within the first week. We’re also preparing an update with new content, including batteries and other features. We managed to elevate our review score from 55% to 70% in just over a week, which speaks volumes about the team’s dedication. But yes, those comments were entirely expected. I’m just pleased that most players seem to grasp what we’re trying to create.”
While early access launches have become commonplace, Prologue has taken the plunge earlier than many would dare. It does offer some content—three game modes and extensive replayability due to its challenging nature and countless map seeds—but it lacks the typical elements one might expect from a survival game at launch. I asked Greene if he believes the definition of early access has become somewhat muddled in recent times, with some companies potentially misusing it.
“Your words, not mine!” he chuckled in acknowledgment. “There’s been a tendency to use the concept of open beta or early access to release a full game for testing, and if it doesn’t perform well, that’s it. There’s often no plan to use early access as a starting point for future development. This trend seems more prevalent among triple-A studios than indie developers, who generally utilize early access appropriately. Many indie studios still see it as a way to engage with the community and gather feedback. That’s our approach; we wanted to discover the fun alongside the community rather than dictate what that fun should be.”
That player-driven sense of “fun” has led to some extraordinary survival achievements within Prologue. The new Objective: Survive mode eliminates cabins, which serve as safe havens and sources of better gear and food, replacing them with less secure structures. Players are simply tasked with enduring as long as possible against hunger, severe weather, or the perils of the landscape. “We’ve already had one player in our Discord survive for 18 or 19 days,” Greene shared. Players have also been creating their own self-imposed challenges, such as attempting runs without clothing—an audacious feat, especially in a blizzard.
“Every week in our Discord, we post a seed, and players must find the shortest distance from the weather tower to the starting cabin,” Greene explained, illustrating how the sandbox nature of Prologue can be creatively manipulated to generate new challenges. He fondly recalled the early days of PUBG, where players would attempt to win matches using only a frying pan, highlighting the innovative spirit of the gaming community.
Stay tuned for more insights from my conversation with Greene regarding Prologue’s early access plans and Project Artemis, his ambitious vision of creating expansive, planet-sized worlds to realize his interpretation of the metaverse.