PUBG Developer Bluehole, Inc. Valued at Over $4 Billion
PlayerUnknown's Battlegrounds is not just a gaming juggernaut when it comes to concurrent players on Steam, it is reaping huge financial gains for Bluehole.
PUBG has shocked the gaming world in 2017 with its massive success. The game has surpassed Dota and CS:GO in concurrent players and has sold over 10 million copies on Steam. It doesn't come as much of a surprise that the game's developer, Bluehole, Inc., is reaping the benefits. In a recent interview with Bloomberg, it is being reported that Bluehole, Inc. is now valued at a valuation of $4.6 billion (5.2 trillion won).
This means that founder Chang Byung-gu, who owns 20% of the company, is approaching the three comma club! The game has not come out from console yet, as it will launch on Xbox One later this year, so there is probably more upside to come for the studio. In a recent interview with Shacknews at TGS 2017, PlayerUnknown aka Brendan Greene talked to us about he is handling the game's massive success:
"Really, because I was involved in music and entertainment for years I got to see the divas. I got to see these guys that kind of got too big for their boots. I hated that and I never want to be that person myself. I think, as well, because I am a little bit older. I am forty-one now. That’s kind of tempered me. I’m quite a simple guy. I try not to let things go to my head because, as I said, I’ve seen other people do it and I don’t like that. So I think that is what keeps me somewhat with my feet on the ground."
Check out our full PUBG interview with PlayerUnknown here.
For more videos, including gameplay and interviews, visit the Shacknews and GamerHub.tv YouTube channels.
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Asif Khan posted a new article, PUBG Developer Bluehole, Inc. Valued at Over $4 Billion
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i agree, but there are companies valued in the billions that actively lose hundreds of millions of dollars per year. it all hinges on potential uses (or abuses) of the vast user base, as if any implementation of something that would generate more profit wouldn't simultaneously kill the product. my impression is that the high valuations are basically a bet that someone will figure out how to do it, even though we're still waiting...
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Counter strike rounds are only 5-10 min right? And often enough you don't wait that long. Also you respawn and buy your loadout if you have the cash. Completely different.
Waiting 20 minutes and then dying in the first 2 minutes of a drop vs waiting 5 minutes and getting right back into the action seem completely different.
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The first person to die:
- Skips between views and coordinates the team.
- Goes for a piss.
- Makes a drink.
The second person to die:
- Tells everyone the awesome thing they had on their body.
- Talks shit with the first person to die so loudly that the next person to die can't hear their killer approaching.
The third person to die:
- Tells the alive person that they are "so fucked right now" and that they put 10 bullets into that guy even though everyone knows they are lying.
The last person to die:
- Apologises to the group for dying, even though they were the one holding the team together.
It ain't that hard to make small talk for a couple of minutes while watching an electronic version of orienteering.
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If one of your squad dies early then it excuses everyone to go berserk if you want. Lots of times when that happened my squad would basically just make it their goal to kill the enemy Squad that took our dude out and we just leave the game or die in the process. or we have a big pan fight and then leave
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There's two things that make this not so bad, or even a positive:
- They still get to spectate and make fun of all your fuckups (or try to help you I guess but what's the fun in that)
- It gives real weight to engagements as if you fuck up you could wind up spectating for a bit... or if you don't get to your friends and prioritize getting them up when they're down they have to sit out and you lose 1/4 of your firepower.
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I vastly prefer solo but duo and squad is hugely popular. The zeitgeist says they are much more popular but no idea on actual numbers. All the big streamers almost exclusively do Duos or squads.
squads in this game are quite different than similar modes in other games like say Battlefield or Counterstrike. There is a sort of natural flow that is very non video gamey. It's hard to explain but it's completely different than other shooters, I have never played them but I imagine it's similar to the Arma games or something but less Gung ho real army men stress.
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How much free advertising vs. Paid advertising with twitch streaming influenced the popularity of this game? I first heard about this game through twitch, and I wonder how influential streaming is now to games in general.
That being said, there are a bunch of games that don't stream well but are still fun to play - are they left out in the cold?-
Streaming was key I think.
Even though the mods existed they weren’t well known. The games tension lends it to interesting crescendos that work well on streams. It kind of came out of nowhere for most people, and because it had such different gameplay and streaming was fun to watch it caught on like wildfire and was fresh and exciting.
I imagine more games will be designed for “streamability”
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No game company would ever be over valued right?
https://techcrunch.com/2011/02/14/zynga/
LOL
Zynga's Reported $7-$10 Billion Valuation Surpasses That Of EA
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