By design, Prologue is a stripped-back, punishing, isolating expertise. Dropping a lone participant into an unlimited, randomly generated wilderness and tasking them with surviving and exploring, its perceived simplicity has resulted in some destructive 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 a few of the options teased in its early entry roadmap, further additions he’d like to see arrive within the sport, and the way lengthy it’s going to 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 may push hardcore followers of the finest survival video games to their restrict as they try to remain alive for the longest time potential. 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 would like 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 arduous… However [overall] the goal is to have a constructing system that feels free kind sufficient that you may actually construct no matter you need. Initially, [you can] type of scrape collectively cabins, or scrape collectively constructions in a forest in the course of a storm, so you may defend your self. However I actually wish 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 sort of stuff. Nevertheless it’s all about that stability; we actually wish to make it as freeform as potential. So it is not a lot worrying about being lifelike, extra about creativity.”
“I referenced Valheim as [a game with a] actually fascinating constructing mechanic that’s freeform sufficient that means that you can create the Millennium Falcon,” Greene provides. “So this type of freedom is the sort of stuff I would like within the sport.”
New modes are additionally coming, and Greene has been taking part in one which he is extraordinarily enthusiastic about, however could be “killed” by his crew if he was to share particulars at this stage. He does, nevertheless, let me in on an concept he is eager to implement in some unspecified time in the future sooner or later.
“My huge need is to get some sort of, not full multiplayer, however sort of like Darkish Souls, the place you play with a ghost of your good friend. So we already now have deterministic [elements], so if you happen to spin up the identical seed together with your good friend, you need to get the identical climate, you need to get the identical loot, and you need to get the identical cabins […] I am undecided in regards to the loot but, I do not suppose the loot is precisely the identical. However the goal could be that you just and your good friend can play the sport collectively and have the identical expertise whereas not taking part in absolutely multiplayer. However perhaps you see a ghost of your good friend that you may race throughout the map.”
I ask if meaning PlayerUnknown Productions has determined towards correct, on-line multiplayer for Prologue, regardless of co-op play being such an enormous draw for a few of its huge survival rivals.
“It isn’t that [multiplayer] is off the desk, it is that with the way in which 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 could “require plenty 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 in all probability be a DLC 3 characteristic, so in the direction of the very tail finish of Prologue’s growth.

As for the way lengthy it’s going to keep in early entry, Greene says it’s going to final for “a couple of yr.” The items of DLC that’ll comply with won’t solely add new options and methods, 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 might emerge, however he says that is contingent on PlayerUnknown Productions making its world technology extra plausible and convincing.
“It is a ravishing world, however [right now] it is a bunch of cabins plopped down. I wish to see pathing. I wish to see infrastructure. I wish to see [evidence of] human life hooked up to the world as effectively.”


