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Rhetorical Analysis

The document compares Fortnite and PUBG, two popular battle royale games released in 2017, highlighting their differences in gameplay, customization options, and audience engagement. Fortnite is deemed superior due to its efficient item shop, vibrant style, and accessibility to a wider age range, while PUBG's realism appeals more to older players. Both games have successfully attracted large audiences, but Fortnite's innovative features and branding strategies have contributed to its greater success in the gaming market.

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0% found this document useful (0 votes)
80 views7 pages

Rhetorical Analysis

The document compares Fortnite and PUBG, two popular battle royale games released in 2017, highlighting their differences in gameplay, customization options, and audience engagement. Fortnite is deemed superior due to its efficient item shop, vibrant style, and accessibility to a wider age range, while PUBG's realism appeals more to older players. Both games have successfully attracted large audiences, but Fortnite's innovative features and branding strategies have contributed to its greater success in the gaming market.

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api-583304951
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© © All Rights Reserved
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Berg 1

Tonya Berg

Willden

English 120

11 October 2021

Fortnite and PUBG: A Battle Between the Battle Royales

The battle royale style has taken recent video games by storm, with the prime examples

being Fortnite and PlayerUnknown’s Battlegrounds, better known as PUBG, both created in

2017. This Hunger Games-like genre involves a group of 100 players being put into a map –

their battlefield – and fighting each other until one player or team remains. The intensity of this

brawl is heightened by a circular border surrounding the players that continuously closes in,

forcing them to confront each other as their proximity increases. According to Forbes, these

games have been making billions of dollars yearly (Tassi), so they are obviously doing

something right. Although having the same game format, Fortnite is the better overall game

because of its unique style and identity that attracts more players and viewers across a broader

age range compared to PUBG that has a more basic style and is less accessible to the same

features.

A crucial aspect of player enjoyment of these games is customization; obtaining

cosmetics that can be equipped to change the appearance of their character and items. PUBG has

a “crate” or “loot box” system that provides a random item varying in rarity from common to

mystical, while Fortnite uses a traditional item shop. In each, players must use in-game currency

to get items, which is able to be earned through experience in playing the game itself. With

Fortnite, however, there is also the ability to exchange real-life currency to purchase items in-
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game as well. PUBG has removed this type of microtransaction because the exchange of real

money in hopes of getting a rare item out of a random set had a strong resemblance to gambling.

If players want to buy a specific item with their own money, they must go to a separate entity

outside of the game, the Steam Marketplace. Here, players sell their items, and prices are set by

the laws of supply and demand. Beyond how to get the items, the two games also strongly differ

in the type of items they offer. Fortnite has become well-known for doing collaborations with

other brands, such as Marvel, NFL, and NBA. To a much lesser extent, PUBG has done similar

collaborations, but they are only on the mobile app version.

Fortnite’s system of direct item purchase in the game itself is better because it is more

efficient and easier. There is no extra step or hassle of having to go to a separate website,

wondering if the prices will change day-to-day, or if an item will be completely gone, bought by

someone else. Fortnite’s shop also has certain items that change on a daily basis, which may be

seen as a bother to some, but it actually incites a sense of urgency in players when they see

something they want to get before it is gone until the next time. Being able to buy the specific

item you prefer is also a major plus, rather than spending time playing to earn money just to end

up getting a “common” item from a PUBG loot box. To some, the randomness and luck that

plays into the crate system have more entertainment value and excitement. Even if it is more

enjoyable short-term, one study from the Royal Society Open Science journal found that it could

have long-term negative side effects for adolescents and the self-described “‘gambling feeling’

that comes with opening them” (Zendle). In Fortnite, players can be more engaged with the game

when they can don items from their favorite franchise, whether it is a superhero or a sports team,

and not have this be restricted by the platform they prefer to play on like with PUBG. This also
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appeals to players’ individuality, the desire to feel unique and to stand out from the crowd,

motivating them to play the game more.

In terms of overarching styles of the games, Fortnite and PUBG are very different,

causing two distinct audiences to emerge. A games consumer research study amassing 16

countries and gamers aged 10 to 65 found that visually, PUBG is more life-like and realistic,

causing mostly older adolescents to adults to prefer it (Meehan). In contrast, Fortnite has a

fantasy-like, cartoonish style that is filled with color. This attracts all ages, but a significantly

larger younger audience than PUBG. With playing style, the maps themselves are both islands,

but Fortnite’s is smaller and makes the rounds go by more quickly. However, Fortnite utilizes a

single map while PUBG has a variety that it rotates through. Both games also play similarly

being first person shooters, but Fortnite has the additional aspect of building ability. Players can

mine and break down objects to gain materials and then quickly use them to build vantage points

or mid-fight protection.

Fortnite’s style has better branding because it is so unique. It sets itself apart from the

realism of PUBG, which is similar to many games that are introducing battle royale, like Call of

Duty, by creating a more colorful and creative playing space. Children are the best audience to

get engagement from because they have so much free time, and a 2019 market research study

comprised of over 5,000 people from 2 to over 18 years old found, “More than one-third of kids

are spending more time playing video games than they were a year ago, while well over 20

percent are also spending more,” (NPD Group). Fortnite capitalizes on this and draws them in

with their bright colors and interesting cartoon characters to bring in even more money when

they want to purchase them. Children also have shorter attention spans, so the more fast-paced

rounds keep them more engaged than if they were to play on the larger maps of PUBG. The
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choice to have interesting and fantastical modes of transportation, like riding sharks, may seem

immature or childish to some, but it is another way that kids are more drawn to Fortnite instead

of PUBG and the more traditional cars it has. They can escape into a realm where anything is

possible and feel the excitement of doing things that they could never do in real life. Fortnite’s

colors also serve a purpose beyond aesthetics, which is making the game easier to understand.

Things like guns are color-coded by type of quality, which makes it easier for younger kids who

might struggle with quickly reading. Fortnite’s single map style is also easier to understand when

they don’t have to memorize the layout and features of extra maps in order to be successful.

Overall, Fortnite’s identity has an extensive number of qualities that set it apart from PUBG and

so many other games in the same market.

Other areas of audience engagement in video games are in-game events and external live

streaming. In-game events include two aspects: tournaments, otherwise known as eSports, and

live interactive experiences. Tournaments are appealing to many players because there is often

the chance at a cash prize. Both games have the ability for regular players to participate in these

events, but Fortnite has a system directly through the game, while PUBG uses third-party entities

to run the show. PUBG’s only direct involvement with tournaments is with professional leagues.

Contrast between the games is also present in the interactive experiences, which, in Fortnite,

have been seen as live concerts, lore progression, and even education. PUBG has had things like

this, but just as with the item shop brand collaborations, they are only available in the mobile app

version. Besides activities in the games, engagement outside of the games is important to

consider as well. In this new era of professional gamers and video game live streaming, the

success and popularity of a video game have been shown to be more than just the amount of

people that directly play the game. According to a Twitch review from The Verge, viewership of
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Fortnite and PUBG contributed to a large chunk of the 17 billion hours of the total Twitch watch

time in 2020 (Stephen). Whether playing or watching, these games provide many entertaining

options for their audiences.

These games have both made a great choice in supporting tournament playing and

advertising the cash prizes, as this appeals to players’ increased competitive desires and

aspirations of making a fortune or even becoming famous, like Kyle Giersdorf. The New York

Times reported that at 16 years old he won the 2019 Fortnite World Cup and earned $3 million,

and the appeal towards his success can be seen in the millions of new followers he gained

afterward (Taylor). The difference is that Fortnite makes this opportunity more accessible by

directly inserting tournament playing into the game, rather than only hosting professional and

higher-level competitions like PUBG. All that a regular player must do is select the “Events” tab

and all the information is available. This makes the whole experience more seamless and easier

to understand, which once again is more desirable to younger players that do not want to have

the hassle or difficulty in understanding third-party websites. They even specialize and dedicate

some events to collegiate and high school players, making it more appealing because it makes

them feel special and recognized as important by the Fortnite creators. With the other type of in-

game events, the interactive experiences, Fortnite has once again made this more widely

available and accessible. Especially important during the Covid-19 pandemic, the ability to

attend live concerts from some of the most popular artists, like Ariana Grande, and enjoy it with

the community was very alluring for players. With outside audience engagement and the

aforementioned live streaming, the popularity of both games to be watched speaks volumes for

their entertainment values. Of course, the person doing playing is a huge factor, but these games

provide the content that allows the amusement and profits to happen. In all, these experiences
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have proven to be very effective for maintaining an active player base and support system across

both games.

Even with the same game genre, the battle royale, PUBG and Fortnite have found ways

to differentiate themselves and attract different crowds. Obtaining items, whether it is loot boxes

or direct purchase, visual and playing styles, and competitive options are all ways that the two

games set themselves apart. Being created at nearly the same time, comparing their success by

monetary performance is easy to do. However, there are always aspects deeper than the numbers

that are important to consider. Fortnite is the more enjoyable game because of its efficient item

shop, in-game event system, and unique style that make it accessible and fun to more players

across a wider age range, all of which that PUBG either doesn’t have across all mediums or at

all. As more games have introduced the battle royale game mode, PUBG has become less

unique. Nevertheless, as long as both games continue to innovate and provide fresh features, they

will continue their waves of success.


Berg 7

Works Cited

Meehan, Orla. "A Profile of the Battle Royale Player and How They Compare to Other

Gamers." Newzoo, 28 May 2018, newzoo.com/insights/articles/a-profile-of-the-battle-

royale-player-and-how-they-compare-to-other-gamers/.

NPD Group. "According to The NPD Group, 73 Percent of U.S. Consumers Play Video

Games." NPD Group, 29 June 2021, www.npd.com/news/press-

releases/2019/according-to-the-npd-group-73-percent-of-u-s-consumers-play-video-

games/.

Stephen, Bijan. "Twitch Ended 2020 with Its Biggest Numbers Ever." The Verge, 11 Jan. 2021,

www.theverge.com/2021/1/11/22220528/twitch-2020-aoc-among-us-facebook-youtube.

Tassi, Paul. "PUBG 'Lost' To 'Fortnite,' But It Still Made $1 Billion In 2018." Forbes,

www.forbes.com/sites/insertcoin/2019/01/20/pubg-lost-to-fortnite-but-it-still-made-1-

billion-in-2018/?sh=198c91c72394.

Taylor, Derrick, and Niraj Chokshi. "This Fortnite World Cup Winner Is 16 and $3 Million

Richer (Published 2019)." The New York Times - Breaking News, US News, World News

and Videos, 30 July 2019, www.nytimes.com/2019/07/29/us/fortnite-world-cup-winner-

bugha.html.

Zendle, David, et al. "Adolescents and Loot Boxes: Links with Problem Gambling and

Motivations for Purchase." Royal Society Open Science, 19 June 2019,

royalsocietypublishing.org/doi/10.1098/rsos.190049#d2032423e1.

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