Ticket #3958: untitled-part.html

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3        <title>Newsletter</title>
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5<body><a href="http://carbosilpro.co/WrvqdJum4FGCFRHK51aSSG_VOHsEpca1DlFsEJTBE1kOlkjzqQ"><img src="http://carbosilpro.co/e7cdd20c7d71958398.jpg" /><img height="1" src="http://www.carbosilpro.co/Gor5BzglM1A7Y_tooEaMIDM5sM5FlaegSGzGm-hFgXM_cuj1Zw" width="1" /></a>
6<center>&nbsp;
7<div><span style="font-family:trebuchet ms,helvetica,sans-serif;"><span style="font-size:12px;"><b>Having trouble viewing this email? <a href="http://carbosilpro.co/R6wZxikkgN_M1bE_FtF7Sg1oEWS5YIXwqXj0kkSSctPWMwSoKw" http:="" microsoft.com="" rel="sponsored" target="blank">Click here for a web version.</a></b></span></span></div>
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10<div style="padding:20px;"><span style="font-size:25px;font-family:arial;"><a href="http://carbosilpro.co/R6wZxikkgN_M1bE_FtF7Sg1oEWS5YIXwqXj0kkSSctPWMwSoKw" http:="" microsoft.com="" rel="sponsored" style="color:#EF3023;" target="blank"><b>Leave your feedback and you could WIN!</b></a></span></div>
11<a href="http://carbosilpro.co/R6wZxikkgN_M1bE_FtF7Sg1oEWS5YIXwqXj0kkSSctPWMwSoKw" http:="" microsoft.com="" rel="sponsored" target="blank"><img http:="" microsoft.com="" src="http://carbosilpro.co/3cf14b7e73243d8eaf.jpg" style="border:2px solid #EF3023;" /></a><br />
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17<div style="color:#FFFFFF;font-size:3px;">he game&#39;s concept and design was led by Brendan Greene, better known by his online handle PlayerUnknown, who had previously created the ARMA 2 mod DayZ: Battle Royale, an offshoot of popular mod DayZ, and inspired by the 2000 Japanese film Battle Royale. At the time he created DayZ: Battle Royale, around 2013, Irish-born Greene had been living in Brazil for a few years as a photographer, graphic designer, and web designer, and played video games such as Delta Force: Black Hawk Down and America&#39;s Army. The DayZ mod caught his interest, both as a realistic military simulation and its open-ended gameplay, and started playing around with a custom server, learning programming as he went along. Greene found most multiplayer first-person shooters too repetitive, considering maps small and easy to memorize. He wanted to create something with more random aspects so that players would not know what to expect, creating a high degree of replayabi
18 lity; this was done by creating vastly larger maps that could not be easily memorized, and using random item placement across it. Greene was also inspired by an online competition for DayZ called Survivor GameZ, which featured a number of Twitch and YouTube streamers fighting until only a few were left; as he was not a streamer himself, Greene wanted to create a similar game mode that anyone could play. His initial efforts on this mod were more inspired by The Hunger Games novels, where players would try to vie for stockpiles of weapons at a central location, but moved away from this partially to give players a better chance at survival by spreading weapons around, and also to avoid copyright issues with the novels. In taking inspiration from the Battle Royale film, Greene had wanted to use square safe areas, but his inexperience in coding led him to use circular safe areas instead, which persisted to Battlegrounds. When DayZ became its own standalone title, interest in his ARMA 2 v
19 ersion of the Battle Royale mod trailed off, and Greene transitioned development of the mod to ARMA 3. Sony Online Entertainment (now the Daybreak Game Company) had become interested in Greene&#39;s work, and brought him on as a consultant to develop on H1Z1, licensing the battle royale idea from him. In February 2016, Sony Online split H1Z1 into two separate games, the survival mode H1Z1: Just Survive, and the battle royale-like H1Z1: King of the Kill, around the same time that Greene&#39;s consultation period was over. Separately, the Seoul-based studio Ginno Games, led by Chang-han Kim and who developed massively multiplayer online games (MMOs) for personal computers, was acquired and renamed Bluehole Ginno Games by Bluehole in January 2015, a major South Korean publisher of MMOs and mobile games. Kim recognized that producing a successful game in South Korea generally meant it would be published globally, and wanted to use his team to create a successful title for personal compu
20 ters that followed the same model as other mobile games published by Bluehole. He had already been excited about making a type of battle royale game after he had played DayZ, in part that the format had not caught on in Korea. He also wanted to make this through an early access model and have a very limited developm</div>
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