Categories: Gaming

Brendan Greene Talks Prologue: Go Wayback and the Future of Open-Ended Worlds

Brendan Greene Talks Prologue: Go Wayback and the Future of Open-Ended Worlds

Brendan Greene reveals Prologue: Go Wayback and the appeal of a living platform

At San Diego Comic-Con Malaga, the conversation with Brendan “PlayerUnknown” Greene turned quickly from a standard project update to a discussion about a bold new direction for his studio’s upcoming title: Prologue: Go Wayback. The creator behind PlayerUnknown’s Battlegrounds described a game that fans aren’t just playing — they’re shaping it, voxel by voxel, map by map.

Greene said the buzz in the community has been contagious. On Discord and beyond, players have been calling the concept “crack”—a term he used to illustrate how engaging the beta experience has felt for many: “I’ve seen folks say, ‘this game is crack.’ They’ve told me: ‘I played for an hour, came back and played three more, and returned the next day.’ A late anecdote even noted someone surviving 17 hours in the game, if you can believe it.”

What’s driving that enthusiasm is not just challenge but potential: Prologue: Go Wayback is envisioned as more than a single game mode. It’s a platform that blends open-world survival with powerful tools for community-driven content, including a map editor and a system that lets players set up the world the way they want it.

A platform, not a standalone game, with real player agency

According to Greene, the goal is to give fans a sandbox where they can control variables, layout, and scenarios. The team has intentionally steered away from a traditional launch and toward an open beta to gather feedback that would shape the project as a living, evolving platform. “They want to host and customize worlds,” Greene explained. “So we’re giving them that—an ecosystem they can build within.”

In practice, that means a flexible world where players can place their own starting points, resources, and routes. Greene highlighted the “difficult but rewarding” nature of puzzle-like paths through a map where no single route is fixed. By design, this approach cultivates long-term engagement, as players craft and iterate experiences against one another’s creations.

ML power behind the world: Melba and the Wayback engine

A standout feature of Prologue: Go Wayback is its underlying machine-learning architecture. Greene compared it to a scalable world-building tool that eschews the traditional data dump in favor of generative design. The idea is to create vast, near-infinite landscapes without saturating storage: “With Melba, we generate a world on the fly—everything is created in a bubble as you move,” he noted. This aligns with a long-term objective: a planet-scale playground where players explore, build, and share content on a massive, yet locally generated, canvas.

The team calls it the Wayback concept, with Melba enabling an ever-expanding set of procedurally generated environments. Greene pointed to an impressive metric—2.6 billion seeds on a single schema—as an illustration of the scale achievable when you pair procedural generation with machine learning. In short, ML is not a gimmick here; it’s the engine that makes a world feel truly expansive and uniquely explorable without heavy, pre-baked data loads.

Beyond one game mode: Artemis, the ongoing ambition

Discussing future milestones, Greene emphasized Artemis as the project’s endgame. Artemis represents a concerted effort to evolve from a standalone experience into a continuous platform where players contribute content, test new mechanics, and push the boundaries of how survival games are played. The ongoing dialogue with the community continues to guide adjustments, with early feedback shaping iterative builds rather than a one-shot launch.

What this means for players and the industry

Greene’s vision for Prologue: Go Wayback centers on agency, creativity, and a living ecosystem. If the beta response—described with palpable excitement by fans—holds, we could be looking at a new model for survival games: a robust engine that grows through user-generated content, powered by ML-driven world-building and a flexible map editor. The interview below offers more context on Melba, the Wayback engine, and how Artemis aims to redefine the open-world survival space.

For more insights, watch the full interview with PlayerUnknown, where Greene expands on the engine, the roadmap, and how the community will shape Prologue: Go Wayback in the months to come.