Marcel Winatschek

The Summer Everybody Was Dying in a Field

No game owned the summer of 2017 the way PlayerUnknown’s Battlegrounds did. The premise sounds brutal described cold—a hundred players drop onto an island with nothing, scavenge for weapons and gear, and kill each other until one person is left—but watching it play out was closer to theater than warfare. The map was enormous. A shrinking circle forced everyone together at mechanical intervals. And Twitch was flooded with it at every hour: careful methodical play, lunatic all-in aggression, elaborate squad coordination, solo players crawling through fields in nothing but boxer shorts, hoping everyone else had already finished killing each other. The game was in Early Access, visibly rough, and none of that mattered at all.

The appeal was the entropy. PUBG was full of emergent situations that felt genuinely unscripted—the kind of thing you’d describe to someone who wasn’t there as if it were a sports story. I hid under a bridge for four minutes while a squad moved past. I found a sniper rifle with no scope and used it at close range anyway and somehow survived. The jankiness was part of the deal: the desync, the questionable vehicle physics, the persistent sense that anything could happen including things that weren’t technically supposed to be possible. Bluehole had built something legitimately unfinished and it didn’t matter, because the shape of the experience was exactly right.

The first offline invitational—eighty of the game’s best players gathered at Gamescom in Cologne that August—felt like a hinge point for something that had been, up to then, almost entirely a streaming and community phenomenon. Whether PUBG would translate to competitive play on a proper stage with a live audience was genuinely unclear. But the hype that summer was at a pitch where the answer hardly mattered. It was everywhere. You rode it while it lasted, and then the next thing came along, and that’s how it always goes.