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Critical Role Battle Royale Winner

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In the pedagogical battle between The Hunger Games, a book (and now film) by Suzanne Collins, and the Japanese film Battle Royale, the former is the clear winner.

Spoilers for both follow, so fair warning!

Role

Background: I teach a course on Politics in Film and Fiction, which is based on the premise that we can learn about major political concepts by watching and reading non-political works of fiction. Thus, the syllabus includes no documentaries or ‘political’ films like Mr. Smith Goes to Washington; the closest we get to that genre is 12 Angry Men or Elizabeth. I’ve used the Hunger Games in the class before, and having heard a similar plot was used in Battle Royale, I figured I would give it a shot.

Both works are about a group of kids forced to fight to the death in a game run by adults. In Hunger Games (HG), this is a punishment given to outlying provinces for a rebellion, and acts as a tool of oppression. In Battle Royale (BR), the punishment is aimed at an unruly youthful population who, due to high unemployment rates, are engaging in criminal activity. Both works are enjoyable on their own merits, with the gore content much higher in BR, but for teaching politics, HG stands superior. Here’s why:

In choosing fiction for the classroom, we need to be sure that the political themes are present, relatively easy to spot, and worthy of lengthy discussion. Showing an entire film to make a single point wastes the time of our students, as does giving them something so complicated that they need everything spelled out for them. The sweet spot is the film or book that they enjoy on its own merits and also happen to learn something from.

BR is an enjoyable film at times, but the themes are rather muddled. There is some interesting stuff on how people respond to authority and violence, and some great work on human nature (I particularly like the scene in the lighthouse, where four girls working happily together end up killing each other on the slightest suspicion of treachery). But the role of government in what is happening is very weak. Certainly they passed the original BR law mandating these contests, and they kidnap the students and maintain order–but beyond that we can only speculate as to what the role of the government is and the motivation behind these games. The battle is not televised; indeed, this crop of students had never heard of them. The winners become fugitives when they return to Japan and are decried as murderers. Thus there is no real connection between the world within the Battle and world outside, and its completely unclear as to how the BR will solve the problem it aims at. The world in which BR takes place is simply ill defined, and that leaves us talking solely about events within the game, rather than the broader context of why the games exist at all.

This contrasts with HG, where the themes of oppression, rebellion, wealth inequality, and the role of the media and entertainment in politics are quite clear and consistent throughout, and thus allow us to talk about both what happens within the Games as well as the wider world in which they occur. Viewing of the games is mandatory, and the participants are treated both as celebrities and prisoners. Wealth inequalities play a crucial role, as poorer kids are more likely to be selected as tributes, poorer districts are unable to train their kids for the game like wealthier districts, and popular tributes receive expensive gifts during the games that can make the difference between life and death. And HG gives us the added dimension of seeing how the event impacts the wider world, with Katniss becoming a symbol of rebellion against the Capitol.

I use the HG book in the class (as usual, it is much better than the film) and will continue to do so. I may show some scenes from BR to benefit from some of the interesting insights it has into social behavior, but overall, if you are looking for a good fictional work to help your students explore themes like revolution, wealth inequality, behavior in a state of nature, information control, and totalitarian governments, think about using either the HG book or film in class.

KrayZ, Bohemia Interactive

Trying to be the next big thing in an emerging genre is like trying to catch lightning in a bottle. It requires as much serendipity as it does alchemy. Fortnite managed to pull it off, but a closer look at the game’s history reveals just how lucky that success really was.

Before the battle royale craze, publishers hungry to capitalize on the success of League of Legends optioned a slew of multiplayer online battle arena games hoping to ride the MOBA wave. The vast majority of them were canceled within a year (some never even made it past the beta phase). If you think that’s bad, the massively multiplayer online era was worse. 250 MMO games died trying to chase the shadow of World of Warcraft, and none of them ever came close to challenging its 15 year reign.

The battle royale genre of games was created out of a series of flukes, but hindsight is 20/20. We don’t have any reliable way of knowing what the next big battle royale game will be. What we can do is look back and analyze the titles that brought us to this point

DayZ brought huge player counts, chaos, survival, and tension

DayZ, the grandfather of the battle royale genre, started out as a fan-made modification of the military simulation game ARMA 2. It was the brainchild of Dean Hall, a designer who took his inspiration from survival training in the New Zealand Army.

Hall wanted to make a zombie survival game that matched the tension of war. Instead, he ended up with a fascinating social experiment that inspired diaries and even photojournalists.

In DayZ, more than hundred players spawn together on a zombie-infested island to scavenge for supplies and do your best to survive.. Meeting another player was always a tense moment, and alliances were fragile because the cost of surviving was so high. People regularly murdered each other over cans of beans.

DayZ became a wildly lucrative success, but it was never that popular. Even at its peak, it had just over a million players. It was a game everyone loved to talk about, but not many actually played. It was just too brutal, unforgiving, and directionless.

The lack of any real objective is what made DayZ too daunting for most players. Developers realized that the most popular aspect of DayZ was the chaos. People liked being hurled onto an island with dozens of other players to see who’d come out on top, but they needed some structure so they wouldn’t end up running around aimlessly for hours just looking for someone to fight.

They didn’t want survival. They wanted battle royale.

PlayerUnknown’s Battlegrounds established battle royale as we know it

Brendan Greene, better known by his online moniker PlayerUnknown, capitalized on that desire.

He started off as a fan of DayZ before learning to code his own games. Like many others, the thing about DayZ that resonated with him most was the particular kind of combat it offered. In a world filled with shooters that neatly organize opponents into teams with specific conditions, the randomness of DayZ was refreshing. It was every player for themselves. You could emerge as the winner of an intense 10-player firefight only to be gunned down by random stranger while bandaging yourself up afterward.

Critical Role Battle Royale Winner

Background: I teach a course on Politics in Film and Fiction, which is based on the premise that we can learn about major political concepts by watching and reading non-political works of fiction. Thus, the syllabus includes no documentaries or ‘political’ films like Mr. Smith Goes to Washington; the closest we get to that genre is 12 Angry Men or Elizabeth. I’ve used the Hunger Games in the class before, and having heard a similar plot was used in Battle Royale, I figured I would give it a shot.

Both works are about a group of kids forced to fight to the death in a game run by adults. In Hunger Games (HG), this is a punishment given to outlying provinces for a rebellion, and acts as a tool of oppression. In Battle Royale (BR), the punishment is aimed at an unruly youthful population who, due to high unemployment rates, are engaging in criminal activity. Both works are enjoyable on their own merits, with the gore content much higher in BR, but for teaching politics, HG stands superior. Here’s why:

In choosing fiction for the classroom, we need to be sure that the political themes are present, relatively easy to spot, and worthy of lengthy discussion. Showing an entire film to make a single point wastes the time of our students, as does giving them something so complicated that they need everything spelled out for them. The sweet spot is the film or book that they enjoy on its own merits and also happen to learn something from.

BR is an enjoyable film at times, but the themes are rather muddled. There is some interesting stuff on how people respond to authority and violence, and some great work on human nature (I particularly like the scene in the lighthouse, where four girls working happily together end up killing each other on the slightest suspicion of treachery). But the role of government in what is happening is very weak. Certainly they passed the original BR law mandating these contests, and they kidnap the students and maintain order–but beyond that we can only speculate as to what the role of the government is and the motivation behind these games. The battle is not televised; indeed, this crop of students had never heard of them. The winners become fugitives when they return to Japan and are decried as murderers. Thus there is no real connection between the world within the Battle and world outside, and its completely unclear as to how the BR will solve the problem it aims at. The world in which BR takes place is simply ill defined, and that leaves us talking solely about events within the game, rather than the broader context of why the games exist at all.

This contrasts with HG, where the themes of oppression, rebellion, wealth inequality, and the role of the media and entertainment in politics are quite clear and consistent throughout, and thus allow us to talk about both what happens within the Games as well as the wider world in which they occur. Viewing of the games is mandatory, and the participants are treated both as celebrities and prisoners. Wealth inequalities play a crucial role, as poorer kids are more likely to be selected as tributes, poorer districts are unable to train their kids for the game like wealthier districts, and popular tributes receive expensive gifts during the games that can make the difference between life and death. And HG gives us the added dimension of seeing how the event impacts the wider world, with Katniss becoming a symbol of rebellion against the Capitol.

I use the HG book in the class (as usual, it is much better than the film) and will continue to do so. I may show some scenes from BR to benefit from some of the interesting insights it has into social behavior, but overall, if you are looking for a good fictional work to help your students explore themes like revolution, wealth inequality, behavior in a state of nature, information control, and totalitarian governments, think about using either the HG book or film in class.

KrayZ, Bohemia Interactive

Trying to be the next big thing in an emerging genre is like trying to catch lightning in a bottle. It requires as much serendipity as it does alchemy. Fortnite managed to pull it off, but a closer look at the game’s history reveals just how lucky that success really was.

Before the battle royale craze, publishers hungry to capitalize on the success of League of Legends optioned a slew of multiplayer online battle arena games hoping to ride the MOBA wave. The vast majority of them were canceled within a year (some never even made it past the beta phase). If you think that’s bad, the massively multiplayer online era was worse. 250 MMO games died trying to chase the shadow of World of Warcraft, and none of them ever came close to challenging its 15 year reign.

The battle royale genre of games was created out of a series of flukes, but hindsight is 20/20. We don’t have any reliable way of knowing what the next big battle royale game will be. What we can do is look back and analyze the titles that brought us to this point

DayZ brought huge player counts, chaos, survival, and tension

DayZ, the grandfather of the battle royale genre, started out as a fan-made modification of the military simulation game ARMA 2. It was the brainchild of Dean Hall, a designer who took his inspiration from survival training in the New Zealand Army.

Hall wanted to make a zombie survival game that matched the tension of war. Instead, he ended up with a fascinating social experiment that inspired diaries and even photojournalists.

In DayZ, more than hundred players spawn together on a zombie-infested island to scavenge for supplies and do your best to survive.. Meeting another player was always a tense moment, and alliances were fragile because the cost of surviving was so high. People regularly murdered each other over cans of beans.

DayZ became a wildly lucrative success, but it was never that popular. Even at its peak, it had just over a million players. It was a game everyone loved to talk about, but not many actually played. It was just too brutal, unforgiving, and directionless.

The lack of any real objective is what made DayZ too daunting for most players. Developers realized that the most popular aspect of DayZ was the chaos. People liked being hurled onto an island with dozens of other players to see who’d come out on top, but they needed some structure so they wouldn’t end up running around aimlessly for hours just looking for someone to fight.

They didn’t want survival. They wanted battle royale.

PlayerUnknown’s Battlegrounds established battle royale as we know it

Brendan Greene, better known by his online moniker PlayerUnknown, capitalized on that desire.

He started off as a fan of DayZ before learning to code his own games. Like many others, the thing about DayZ that resonated with him most was the particular kind of combat it offered. In a world filled with shooters that neatly organize opponents into teams with specific conditions, the randomness of DayZ was refreshing. It was every player for themselves. You could emerge as the winner of an intense 10-player firefight only to be gunned down by random stranger while bandaging yourself up afterward.

Inspired by the Japanese film Battle Royale, Greene wanted to recreate that concept in a video game. His new game began as a simple mod, just like DayZ. It wasn’t until he added two critical new features that the battle royale genre was really born.

First is the dropper. Rather than spawning at a random point on the map, all players in PUBG start in plane that flies over the island. Each player can disembark when they want and land wherever they want, introducing some choice and strategy while also retaining randomness. You can choose where you want to go but you don’t know what’ll happen once you land.

To solve the issue of slow, aimless games, PUBG also implemented a shrinker. By gradually shrinking the habitable area of the island with a lethal environmental wall, players were forced to keep moving and engage in combat. This also ensured that the average PUBG match only lasted about 30 minutes. In DayZ, it was possible to go that long without meeting a single person.

Those two decisions put PUBG on the map, helping it sell over 50 million copies. Plenty of other battle royale games used the same mechanics, but for a while PUBG defined the genre.

Then another game came along to do what PUBG couldn’t: appeal to everyone.

Fortnite made battle royale a genre for everyone

Fortnite Battle Royale is one of the great Cinderella stories in gaming. It made almost half a billion dollars in just two months (the same amount of time it took to develop the entire game). But many people don’t realize that Fortnite Battle Royale began as a spin-off of a moderately successful co-op zombie game, but the battle royale mode quickly overshadowed the original concept. When people talk about Fortnite, they’re talking about Fortnite Battle Royale.

No one should be more surprised by the success of Fortnite than its developers, who added a battle royale mode just because they thought PUBG was cool. On paper, it shouldn’t have succeeded. By the time it was in development, the battle royale market was already saturated with contenders hungry for some of that PUBG money. Fortnite Battle Royale’s initial announcement was met with sneering skepticism.

But it worked, and a lot of it was by dumb luck. Fortnite was already a cartoony game, which drew in many young children whose parents wouldn’t allow the brutal, realistic graphics of PUBG. Epic Games also made the smart decision to make its battle royale mode totally free, and made it widely available on ever platform imaginable(evenphones).

The game’s building mechanic, also a leftover from the original Fortnite, unintentionally added a new depth to the genre. To win in Fortnite, you can’t just be a good shooter. You also need to be a good builder. That extra layer of skill made it attractive to popular streamers who’ve built entire careers out of the game. Tyler “Ninja” Blevins claims to earn $500,000 a month streaming the game.

Epic Games made Fortnite Battle Royale to tap into PUBG, but it ended up doing far greater by discovering the same magic sauce used by hugely popular titles like World of Warcraft and Minecraft by making their respective genres interesting to everyone, not just “gamers”. Fortnite had the right stuff, was released at the right time, and was played by the right streamers. Out of all the developers chasing after PUBG, it was Epic Games that caught the lightning.

So does that mean Fortnite will forever be at the pinnacle of the battle royale mountain? Probably not.

New challengers have appeared Critical Role Battle Royale Winner Game

New battle royale games are coming, and all of them know that in order to win players over from PUBG and Fortnite, they’ll have to offer something different. Fear the Wolves features a dynamic weather system. Not to be outshined by Battlefield V’s new battle royale mode, Call of Duty: Black Ops 4 is shipping with its own branded version.

But there’s one I have high hopes for: Realm Royale. Hi-Rez Studios understands that in order to be successful in today’s market, its battle royale game must not only be fun to play, but also enjoyable for spectators.

Realm Royale features light role playing elements like a class system and crafting, but doesn’t get lost in the weeds complex weapons or a leveling-up system. When players are downed, instead of being keeled over, they turn into chickens. It’s an obvious reference to PUBG’s victory slogan (“Winner Winner Chicken Dinner”) but it’s also great for streamers. If you can survive as a chicken for 30 seconds, you’re transformed back into an able-bodied human. Lucky for you, all the windows in the game are perfectly sized for a chicken to jump through, but a blood-crazed human would have to run around and take the door.

The game launched on June 5 and it’s already leapt to the top five most viewed games on Twitch. Hi-Rez is off to a great start, but did it catch its own lightning? Time will tell.

Critical Role Battle Royale Winner Champion

What we’ve seen from the young battle royale genre is impressive, but it’s barely scratching the surface. Battle royale didn’t start with Fortnite and it won’t end there, either.

Critrolestats Battle Royale

I do believe there will be a new king of the hill, and when it comes, it’ll be a title no one could have guessed, just like all the great battle royale games that came before.





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