What Makes PlayerUnknown’s Battlegrounds So Great Would Make It a Terrible Esports Game

PlayerUnknown’s Battlegrounds continues its seemingly relentless march toward massive commercial and popular success with its 1.0 release. Among other things, it just launched on a console (the Xbox One) and debuted its first fully designed map from the ground up. If it wasn’t for Fortnite: Battle Royale, it would mark a genre first on the non-PC market.
It’s a landmark achievement for the game, which has gone from a small modding project on DayZ to the most popular multiplayer game on Steam. It feels indominable, the ultimate battle royale experience stripped down to its most basic fundamentals. Land on island, find gun, shoot everyone you see. Try not to die.
Battlegrounds’ rise to prominence in 2017 came alongside the continuing rise of esports as a popular gaming medium. Historically, the rise and fall of esports is a cycle that has been repeated a number of times since the early 2000s, with various games taking center stage over the years. This current crop of esports hype feels different for one major reason: large development studios are finally smelling the money.
No longer are esports competitions solely fan-run: Blizzard launched its experimental Overwatch League in 2017, and now boasts twelve teams across the world. League Of Legends and DOTA 2 championships are shown on ESPN with the participation of Riot and Valve. From big budget shooters like Call of Duty to freemium mobile games like Clash Royale, publishers are pushing esports to a level never before seen in the industry. It’s big money now.
Esports games, broadly and traditionally, rely on symmetrical and balanced game design. Symmetrical, in that all players have access to the same possible toolset; and balanced, in that no particular toolset is the “best” in every single matchup. Almost all esports or large-scale competitive games are known for this, with endless debates online about which characters are overly powerful, forum threads bursting at the seams with arguments about “buffing” and “nerfing” weaponry or tools to achieve the halcyon goal of “perfect balance”. A game where skill is the only differentiator between participants is both the aim and the bane of “balanced” competitive game design.
The funny thing about this ideal is that in many ways, Battlegrounds succeeds at embodying this. Every participant has the same exact movement speed, armor, and weaponry capabilities. To the untrained eye or the unfamiliar, Battlegrounds would appear to be a perfect competitive esports title. But the game in practice is far different, and this might not be such a bad thing.