Bullet force: Ushering in an era of change

Bullet force is actually proof of the fact of how much game development has come in the past decade or so. It was just in 2006, that Call Of Duty was a World War 2 shooter game which hadn’t yet altered the FPS landscape dramatically by going for the modern combat genre. Back then, playing multiplayer was not a guarantee because of the difficulty level of net code. Coming back a little more, the idea of playing a full-fledged first-person shooter online came to fruition only through the Nintendo DS and the PSP.

But a decade later, bullet force is the proof of all those impossibles happening. This first-person shooter with modern warfare game on mobile comes with online players playings against other players. The best part is that this was developed by an 18-year-old named Lucas Wilde, who had just graduated from high school.

The game is largely impressive and solid because:

It tackles a lot of the genre stuff along with maps which makes the action happen outside in scenarios like prisons, forests, and offices.

All this happens after a 20 person match and in various multiplayer scenarios like team Deathmatch, point control conquest, gun games and more. Items can be obtained by purchasing premium currency (or using a bullet force hack for it)

Overall, this is just a fun game from a kid who is branching out and trying to make an entertaining game. In fact, he won a scholarship to attend Apple’s World Wide Developer Conference in 2016. This one-man show also proves that the scales of technology have shifted enough that anyone with the will and dreams can make a first-person shooter game.

Another thing which is fascinating to analyze is how social media and streaming have played a role in the development of the game. Lucas Wilde has actually interacted with the players of the beta version of social media sites like Twitter in a bid to always look for more information from the crowd on the features which would make the game better.

This collaborative effort is what makes one sit up and take notice of small developers. This is in stark contrast with the large gaming companies who are churning out games without any form of incorporating critical player input. While the game may not be perfect, but it is a success story in another way for sure and is a landmark in proving that making games need not be a huge enterprise.

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