My kids like Fortnite and Warzone. The backstory to the genre, as told in this article is really interesting, along with the realisation that it fuses storytelling and competition.
Video games broadly fall into two categories: those which, like sports, emphasize competition, and those which, like films, emphasize storytelling. Battle royale is a rare harmonious combination, a mode that encourages both dynamic, dramatic vignettes and high-stakes rivalry. At Infinity Ward, the Los Angeles-based co-developer of the Call of Duty series, which has long established the template for online competitive shooting games, PUBG was disruptive and divisive. “You could see it propagating through the office like wildfire,” Joe Cecot, the studio’s multiplayer-design director, said. “People were, like, ‘How do we make something like this? What would our twist on this be?’ ”
In the video-game medium, where players prize novelty—and, typically, not social commentary—the key to battle royale’s future may lie not in tweaking its rules but in deepening its story. In November, Activision released Warzone 2.0, which introduces some new mechanics. There’s now more than one safe circle, so players are herded into pockets of refuge, and it’s possible to interrogate downed opponents, making them reveal the position of their teammates. These embellishments add subtle points of difference, but it’s unlikely that they’ll energize the form. “Battle royale will now always be a part of the tool kit, in the same way that we’re never not going to have the fifty-two-card deck,” Lantz said. “But there’s not a lot of people making new games for the fifty-two-card deck. When a thirteen-year-old hears that there’s a new battle-royale game coming out today, it’s already a little bit boring. Like, you know, boomer stuff.”
Source: How “Battle Royale” Took Over Video Games | The New Yorker
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