Online gaming The 2010s

Battlegrounds turns a mod idea into a global format

A hundred players parachute onto an island, scavenge weapons and fight until one remains, inside a boundary that keeps shrinking. Sold unfinished, it reached tens of millions of players within a year.

Paid early access release; the finished version followed in December 2017

Entry 146 of 164 in the record

What happened

The formula had been developed over several years in modifications for other games, where its designer had been refining last-player-standing rules for an existing military shooter. Building it as a standalone product made the tension legible: a large map, scarce equipment, permanent death in each round and a closing circle that forces confrontation. Matches lasted half an hour and could end in seconds. Long stretches of nothing happening turned out to be a feature rather than a flaw, since the quiet made every distant footstep or engine noise worth attention.

Growth was extraordinarily fast, driven heavily by live streaming, where the format's structure suited an audience perfectly. Each match was a self-contained story with clear stakes and a definite ending. Sales climbed into the tens of millions of copies within a year, particularly strongly in China and South Korea, and the game became one of the most played titles on computers by a wide margin. Technical performance and cheating were persistent complaints throughout, which left an opening that better-resourced competitors were quick to exploit.

The world at the time

Multiplayer shooters had settled into predictable arena and objective modes with rigid session lengths. Survival games with scavenging and permanent loss had built a substantial audience through early access, and streaming had created a huge appetite for games that were entertaining to watch. The ingredients were circulating widely; the question was who would assemble them into a product.

Historical significance

One design template reorganized competitive multiplayer for a decade. It also showed that a genre could be invented by players modifying existing games and then commercialized by a small studio, with the innovation arriving from outside the major publishers entirely.

What it changed

A free-to-play competitor added the mode within months and reached a vastly larger audience, and battle royale modes appeared in nearly every major shooter franchise. Mobile versions became enormously popular across Asia, and the format influenced everything from puzzle games to racing. The original game continued operating for years, eventually moving to a free-to-play model itself.

Sources consulted

  1. PlayerUnknown's Battlegrounds early access coverage and sales Ars Technica · 2017
  2. The origins of battle royale Polygon · 2018
  3. Reporting on Battlegrounds player numbers and regional growth IGN · 2018

Listed sources support the facts in this entry. Wording throughout is original to this archive. Read more about how entries are researched in sources and methodology.

Last reviewed September 2, 2026. Report a correction