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2018 NCAA Division I Men's Basketball Tournament
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2018 NCAA Division I
Men's Basketball Tournament
Season
2017–18
Teams
68
Finals site
Alamodome
San Antonio, Texas
Champions
Villanova Wildcats (3rd title, 4th title game,
6th Final Four)
Runner-up
Michigan Wolverines (7th title game,
8th Final Four)
Semifinalists
Kansas Jayhawks (15th Final Four)
Loyola-Chicago Ramblers (2nd Final Four)
Winning coach
Jay Wright (2nd title)
MOP
Donte DiVincenzo (Villanova)
NCAA Division I Men's Tournaments
«2017 2019»
The 2018 NCAA Division I Men's Basketball Tournament was a 68-team single-elimination tournament to determine the men's National Collegiate Athletic Association (NCAA) Division I college basketball national champion for the 2017–18 season. The 80th edition of the tournament began on March 13, 2018, and concluded with the championship game on April 2 at the Alamodome in San Antonio, Texas.
During the first round, UMBC became the first 16-seed to defeat a 1-seed in the men's tournament by defeating Virginia 74–54.[1][2] For the first time in tournament history, none of the four top seeded teams in a single region (the South) advanced to the Sweet 16. Also, the tournament featured the first regional final matchup of a 9-seed (Kansas State) and an 11-seed (Loyola-Chicago).
Villanova, Michigan, Kansas, and Loyola-Chicago, the “Cinderella team” of the tournament, reached the Final Four. Villanova defeated Michigan in the championship game, 79–62.
Contents
[hide]
1 Tournament procedure
2 2018 NCAA Tournament schedule and venues
3 Qualification and selection
3.1 Automatic qualifiers
3.2 Tournament seeds
4 Regional brackets
4.1 First Four – Dayton, Ohio
4.2 South Regional – Atlanta, Georgia
4.2.1 South Regional Final
4.2.2 South Regional all tournament team
4.3 West Regional – Los Angeles, California
4.3.1 West Regional Final
4.3.2 West Regional all tournament team
4.4 East Regional – Boston, Massachusetts
4.4.1 East Regional Final
4.4.2 East Regional all tournament team
4.5 Midwest Regional – Omaha, Nebraska
4.5.1 Midwest Regional Final
4.5.2 Midwest Regional all tournament team
5 Final Four
5.1 Alamodome – San Antonio, Texas
5.1.1 National Semifinals
5.1.2 National Championship
5.1.3 Final Four all-tournament team
6 Record by conference
7 Media coverage
7.1 Television
7.1.1 Television channels
7.1.2 Studio hosts
7.1.3 Studio analysts
7.1.4 Commentary teams
7.1.4.1 Team Stream broadcasts
7.2 Radio
7.2.1 First Four
7.2.2 First and Second rounds
7.2.3 Regionals
7.2.4 Final four
7.3 Internet
7.3.1 Video
7.3.2 Audio
8 See also
9 References
Tournament procedure[edit]
Further information: NCAA Division I Men's Basketball Tournament § Current tournament format
A total of 68 teams entered the 2018 tournament. 32 automatic bids were awarded, one to each program that won their conference tournament. The remaining 36 bids were "at-large", with selections extended by the NCAA Selection Committee.[citation needed]
Eight teams (the four lowest-seeded automatic qualifiers and the four lowest-seeded at-large teams) played in the First Four (the successor to what had been popularly known as "play-in games" through the 2010 tournament). The winners of these games advanced to the main draw of the tournament.[citation needed]
The Selection Committee seeded the entire field from 1 to 68.[citation needed]
2018 NCAA Tournament schedule and venues[edit]
Dayton
Pittsburgh
Charlotte
Wichita
Boise
Detroit
Nashville
San Diego
Dallas
2018 First Four (orange) and first and second rounds (green)
Atlanta
Los Angeles
Boston
Omaha
San Antonio
2018 Regionals (blue) and Final Four (red)
The following sites were selected to host each round of the 2018 tournament:[3]
First Four
March 13 and 14
University of Dayton Arena, Dayton, Ohio (Host: University of Dayton)
First and Second Rounds
March 15 and 17
PPG Paints Arena, Pittsburgh, Pennsylvania (Host: Duquesne University)
Intrust Bank Arena, Wichita, Kansas (Host: Wichita State University)
American Airlines Center, Dallas, Texas (Host: Big 12 Conference)
Taco Bell Arena, Boise, Idaho (Host: Boise State University)
March 16 and 18
Spectrum Center, Charlotte, North Carolina (Host: University of North Carolina at Charlotte)
Little Caesars Arena, Detroit, Michigan (Host: University of Detroit Mercy)
Bridgestone Arena, Nashville, Tennessee (Host: Ohio Valley Conference)
Viejas Arena, San Diego, California (Host: San Diego State University)
Regional Semifinals and Finals (Sweet Sixteen and Elite Eight)
March 22 and 24
West Regional, Staples Center, Los Angeles, California (Host: Pepperdine University)
South Regional, Philips Arena, Atlanta, Georgia (Host: Georgia Institute of Technology)
March 23 and 25
East Regional, TD Garden, Boston, Massachusetts (Host: Boston College)
Midwest Regional, CenturyLink Center Omaha, Omaha, Nebraska (Host: Creighton University)
National Semifinals and Championship (Final Four and Championship)
March 31 and April 2
Alamodome, San Antonio, Texas (Host: University of Texas at San Antonio)
For the fourth time, the Alamodome and city of San Antonio are hosting the Final Four. This is the first tournament since 1994 in which no games were played in an NFL stadium, as the Alamodome is a college football stadium, although the Alamodome hosted some home games for the New Orleans Saints during their 2005 season. The 2018 tournament featured three new arenas in previous host cities. Philips Arena, the home of the Atlanta Hawks and replacement for the previously used Omni Coliseum, hosted the South regional games, and the new Little Caesars Arena, home of the Detroit Pistons and Detroit Red Wings, hosted games. And for the first time since 1994, the tournament returned to Wichita and the state of Kansas where Intrust Bank Arena hosted first round games.
The state of North Carolina was threatened with a 2018-2022 championship venue boycott by the NCAA, due to the HB2 law passed in 2016.[4] However, the law was repealed (but with provisos) days before the NCAA met to make decisions on venues in April 2017. At that time, the NCAA board of governors "reluctantly voted to allow consideration of championship bids in North Carolina by our committees that are presently meeting".[5] Therefore, Charlotte was eligible and served as a first weekend venue for the 2018 tournament.
Qualification and selection[edit]
Further information: 2018 NCAA Division I Men's Basketball Tournament: qualifying teams
Four teams, out of 351 in Division I, were ineligible to participate in the 2018 tournament due to failing to meet APR requirements: Alabama A&M, Grambling State, Savannah State, and Southeast Missouri State.[6] However, the NCAA granted the Savannah State Tigers a waiver which would have allowed the team to participate in the tournament, but the team failed to qualify.
Automatic qualifiers[edit]
The following 32 teams were automatic qualifiers for the 2018 NCAA field by virtue of winning their conference's automatic bid.[7]
Conference
Team
Record
Appearance
Last bid
America East
UMBC
24–10 2nd 2008
American
Cincinnati
30–4 32nd 2017
Atlantic 10
Davidson
21–11 14th 2015
ACC
Virginia
31–2 22nd 2017
Atlantic Sun
Lipscomb
23–9 1st Never
Big 12
Kansas
27–7 47th 2017
Big East
Villanova
30–4 38th 2017
Big Sky
Montana
26–7 11th 2013
Big South
Radford
22–12 3rd 2009
Big Ten
Michigan
28–7 28th 2017
Big West
Cal State Fullerton
20–11 3rd 2008
CAA
College of Charleston
26–7 5th 1999
Conference USA
Marshall
24–10 6th 1987
Horizon League
Wright State
25–9 3rd 2007
Ivy League
Penn
24–8 24th 2007
MAAC
Iona
20–13 13th 2017
MAC
Buffalo
25–8 3rd 2016
MEAC
North Carolina Central
19–15 3rd 2017
Missouri Valley
Loyola–Chicago
28–5 6th 1985
Mountain West
San Diego State
22–10 12th 2015
Northeast
LIU Brooklyn
18–16 7th 2013
Ohio Valley
Murray State
26–5 16th 2012
Pac-12
Arizona
27–7 35th 2017
Patriot League
Bucknell
25–9 8th 2017
SEC
Kentucky
24–10 58th 2017
Southern
UNC Greensboro
27–7 3rd 2001
Southland
Stephen F. Austin
28–6 5th 2016
SWAC
Texas Southern
15–19 8th 2017
Summit League
South Dakota State
28–6 5th 2017
Sun Belt
Georgia State
24–10 4th 2015
West Coast
Gonzaga
30–4 21st 2017
WAC
New Mexico State
28–5 24th 2017
Tournament seeds[edit]
The tournament seeds were determined through the NCAA basketball tournament selection process. The seeds and regions were determined as follows:[8]
South Regional, Philips Arena, Atlanta, Georgia
Seed
School
Conference
Record
Berth type
Overall rank
1 Virginia ACC 31–2 Auto 1
2 Cincinnati American 30–4 Auto 8
3 Tennessee SEC 25–8 At-large 10
4 Arizona Pac-12 27–7 Auto 16
5 Kentucky SEC 24–10 Auto 17
6 Miami (FL) ACC 22–9 At-large 22
7 Nevada Mountain West 27–7 At-large 27
8 Creighton Big East 21–11 At-large 30
9 Kansas State Big 12 22–11 At-large 34
10 Texas Big 12 19–14 At-large 39
11 Loyola–Chicago Missouri Valley 28–5 Auto 46
12 Davidson Atlantic 10 21–11 Auto 48
13 Buffalo MAC 26–8 Auto 51
14 Wright State Horizon 25–9 Auto 57
15 Georgia State Sun Belt 24–10 Auto 60
16 UMBC America East 24–10 Auto 63
West Regional, Staples Center, Los Angeles, California
Seed
School
Conference
Record
Berth type
Overall rank
1 Xavier Big East 28–5 At-large 4
2 North Carolina ACC 25–10 At-large 5
3 Michigan Big Ten 28–7 Auto 11
4 Gonzaga WCC 30–4 Auto 15
5 Ohio State Big Ten 24–8 At-large 20
6 Houston American 26–7 At-large 23
7 Texas A&M SEC 20–12 At-large 25
8 Missouri SEC 20–12 At-large 32
9 Florida State ACC 20–11 At-large 33
10 Providence Big East 21–13 At-large 37
11 San Diego State Mountain West 22–10 Auto 45
12 South Dakota State Summit League 28–6 Auto 49
13 UNC Greensboro Southern 27–7 Auto 52
14 Montana Big Sky 26–7 Auto 56
15 Lipscomb Atlantic Sun 23–9 Auto 59
16* North Carolina Central MEAC 19–15 Auto 67
Texas Southern SWAC 15–19 Auto 68
East Regional, TD Garden, Boston, Massachusetts
Seed
School
Conference
Record
Berth type
Overall rank
1 Villanova Big East 30–4 Auto 2
2 Purdue Big Ten 28–6 At-large 7
3 Texas Tech Big 12 24–9 At-large 12
4 Wichita State American 25–7 At-large 14
5 West Virginia Big 12 24–10 At-large 18
6 Florida SEC 20–12 At-large 21
7 Arkansas SEC 23–11 At-large 26
8 Virginia Tech ACC 21–11 At-large 31
9 Alabama SEC 19–15 At-large 36
10 Butler Big East 20–13 At-large 38
11* St. Bonaventure Atlantic 10 25–7 At-large 42
UCLA Pac-12 21–11 At-large 41
12 Murray State Ohio Valley 26–5 Auto 50
13 Marshall Conference USA 24–10 Auto 54
14 Stephen F. Austin Southland 28–6 Auto 58
15 Cal State Fullerton Big West 20–11 Auto 61
16* LIU Brooklyn NEC 18–16 Auto 66
Radford Big South 22–12 Auto 65
Midwest Regional, CenturyLink Center Omaha, Omaha, Nebraska
Seed
School
Conference
Record
Berth type
Overall rank
1 Kansas Big 12 27–7 Auto 3
2 Duke ACC 26–7 At-large 6
3 Michigan State Big Ten 29–4 At-large 9
4 Auburn SEC 25–7 At-large 13
5 Clemson ACC 23–9 At-large 19
6 TCU Big 12 21–11 At-large 24
7 Rhode Island Atlantic 10 25–7 At-large 28
8 Seton Hall Big East 21–11 At-large 29
9 NC State ACC 21–11 At-large 35
10 Oklahoma Big 12 18–13 At-large 40
11* Arizona State Pac-12 20–11 At-large 43
Syracuse ACC 20–13 At-large 44
12 New Mexico State WAC 28–5 Auto 47
13 College of Charleston CAA 26–7 Auto 53
14 Bucknell Patriot 25–9 Auto 55
15 Iona MAAC 20–13 Auto 62
16 Penn Ivy League 24–8 Auto 64
*See First Four
The 2018 tournament was the first time since the 1978 tournament that the six Division I college basketball-playing schools based in the Washington, DC metropolitan area – American, Georgetown, George Mason, George Washington, Howard, and Maryland – were collectively shut out of the NCAA Tournament.[9]
Regional brackets[edit]
All times are listed as Eastern Daylight Time (UTC−4)
* – Denotes overtime period
First Four – Dayton, Ohio[edit]
March 13 – East Region
16 LIU Brooklyn 61
16 Radford 71
March 13 – East Region
11 St. Bonaventure 65
11 UCLA 58
March 14 – West Region
16 Texas Southern 64
16 North Carolina Central 46
March 14 – Midwest Region
11 Syracuse 60
11 Arizona State 56
South Regional – Atlanta, Georgia[edit]
First Round
Round of 64
March 15–16 Second Round
Round of 32
March 17–18 Regional Semifinals
Sweet 16
March 22 Regional Final
Elite 8
March 24
1 Virginia 54
16 UMBC 74
16 UMBC 43
Charlotte – Fri/Sun
9 Kansas State 50
8 Creighton 59
9 Kansas State 69
9 Kansas State 61
5 Kentucky 58
5 Kentucky 78
12 Davidson 73
5 Kentucky 95
Boise – Thu/Sat
13 Buffalo 75
4 Arizona 68
13 Buffalo 89
9 Kansas State 62
11 Loyola–Chicago 78
6 Miami (FL) 62
11 Loyola–Chicago 64
11 Loyola–Chicago 63
Dallas – Thu/Sat
3 Tennessee 62
3 Tennessee 73
14 Wright State 47
11 Loyola–Chicago 69
7 Nevada 68
7 Nevada 87*
10 Texas 83
7 Nevada 75
Nashville – Fri/Sun
2 Cincinnati 73
2 Cincinnati 68
15 Georgia State 53
South Regional Final[edit]
TBS
March 24
6:09 pm EDT
Box score
#11 Loyola–Chicago Ramblers 78, #9 Kansas State Wildcats 62
Scoring by half: 36–24, 42–38
Pts: B. Richardson – 23
Rebs: D. Ingram – 8
Asts: C. Custer – 5 Pts: X. Sneed – 16
Rebs: X. Sneed – 6
Asts: K. Stokes – 4
Philips Arena – Atlanta, GA
Attendance: 15,477
Referees: Gerry Pollard, Terry Wymer, Bert Smith
South Regional all tournament team[edit]
Ben Richardson (Sr, Loyola-Chicago) – South Regional most outstanding player[10]
Clayton Custer (Jr, Loyola-Chicago)[10]
Donte Ingram (Sr, Loyola-Chicago)[10]
Xavier Sneed (So, Kansas State)[10]
Barry Brown Jr. (Jr, Kansas State)[10]
West Regional – Los Angeles, California[edit]
First Round
Round of 64
March 15–16 Second Round
Round of 32
March 17–18 Regional Semifinals
Sweet 16
March 22 Regional Final
Elite 8
March 24
1 Xavier 102
16 Texas Southern 83
1 Xavier 70
Nashville – Fri/Sun
9 Florida State 75
8 Missouri 54
9 Florida State 67
9 Florida State 75
4 Gonzaga 60
5 Ohio State 81
12 South Dakota State 73
5 Ohio State 84
Boise – Thu/Sat
4 Gonzaga 90
4 Gonzaga 68
13 UNC Greensboro 64
9 Florida State 54
3 Michigan 58
6 Houston 67
11 San Diego State 65
6 Houston 63
Wichita – Thu/Sat
3 Michigan 64
3 Michigan 61
14 Montana 47
3 Michigan 99
7 Texas A&M 72
7 Texas A&M 73
10 Providence 69
7 Texas A&M 86
Charlotte – Fri/Sun
2 North Carolina 65
2 North Carolina 84
15 Lipscomb 66
West Regional Final[edit]
TBS
March 24
5:49 pm PDT
Box score
#9 Florida State Seminoles 54, #3 Michigan Wolverines 58
Scoring by half: 26–27, 28–31
Pts: P. Cofer - 16
Rebs: P. Cofer - 11
Asts: B. Angola, T. Mann, T. Forrest - 2 Pts: C. Matthews – 17
Rebs: C. Matthews – 8
Asts: Z. Simpson – 5
Staples Center – Los Angeles, CA
Attendance: 19,665
Referees: Randy McCall, Keith Kimble, John Gaffney
West Regional all tournament team[edit]
Charles Matthews (So, Michigan) – West Regional most outstanding player[11]
Moritz Wagner (Jr, Michigan)[11]
Muhammad-Ali Abdur-Rahkman (Sr, Michigan)[11]
Phil Cofer (Sr, Florida State)[11]
Terance Mann (Jr, Florida State)[11]
East Regional – Boston, Massachusetts[edit]
First Round
Round of 64
March 15–16 Second Round
Round of 32
March 17–18 Regional Semifinals
Sweet 16
March 23 Regional Final
Elite 8
March 25
1 Villanova 87
16 Radford 61
1 Villanova 81
Pittsburgh – Thu/Sat
9 Alabama 58
8 Virginia Tech 83
9 Alabama 86
1 Villanova 90
5 West Virginia 78
5 West Virginia 85
12 Murray State 68
5 West Virginia 94
San Diego – Fri/Sun
13 Marshall 71
4 Wichita State 75
13 Marshall 81
1 Villanova 71
3 Texas Tech 59
6 Florida 77
11 St. Bonaventure 62
6 Florida 66
Dallas – Thu/Sat
3 Texas Tech 69
3 Texas Tech 70
14 Stephen F. Austin 60
3 Texas Tech 78
2 Purdue 65
7 Arkansas 62
10 Butler 79
10 Butler 73
Detroit – Fri/Sun
2 Purdue 76
2 Purdue 74
15 Cal State Fullerton 48
East Regional Final[edit]
CBS
March 25
2:20 pm EDT
Box score
#3 Texas Tech Red Raiders 59, #1 Villanova Wildcats 71
Scoring by half: 23–36, 36–35
Pts: K. Evans – 12
Rebs: J. Gray – 9
Asts: K. Evans - 4 Pts: J. Brunson – 15
Rebs: E. Paschall – 14
Asts: J. Brunson – 4
TD Garden – Boston, MA
Attendance: 19,169
Referees: Terry Oglesby, Mike Reed, Michael Stephens
East Regional all tournament team[edit]
Jalen Brunson (Jr, Villanova) – East Regional most outstanding player[12]
Omari Spellman (Fr, Villanova)[12]
Eric Paschall (Jr, Villanova)[12]
Carsen Edwards (So, Purdue)[12]
Keenan Evans (Sr, Texas Tech)[12]
Midwest Regional – Omaha, Nebraska[edit]
First Round
Round of 64
March 15–16 Second Round
Round of 32
March 17–18 Regional Semifinals
Sweet 16
March 23 Regional Final
Elite 8
March 25
1 Kansas 76
16 Penn 60
1 Kansas 83
Wichita – Thu/Sat
8 Seton Hall 79
8 Seton Hall 94
9 NC State 83
1 Kansas 80
5 Clemson 76
5 Clemson 79
12 New Mexico State 68
5 Clemson 84
San Diego – Fri/Sun
4 Auburn 53
4 Auburn 62
13 College of Charleston 58
1 Kansas 85*
2 Duke 81
6 TCU 52
11 Syracuse 57
11 Syracuse 55
Detroit – Fri/Sun
3 Michigan State 53
3 Michigan State 82
14 Bucknell 78
11 Syracuse 65
2 Duke 69
7 Rhode Island 83*
10 Oklahoma 78
7 Rhode Island 62
Pittsburgh – Thu/Sat
2 Duke 87
2 Duke 89
15 Iona 67
Midwest Regional Final[edit]
CBS
March 25
4:05 pm CDT
Box score
#2 Duke Blue Devils 81, #1 Kansas Jayhawks 85 (OT)
Scoring by half: 36–33, 36–39 Overtime: 9–13
Pts: T. Duval – 20
Rebs: M. Bagley III – 10
Asts: T. Duval – 6 Pts: M. Newman – 32
Rebs: S. Mykhailiuk, S. De Sousa – 10
Asts: D. Graham - 6
CenturyLink Center Omaha – Omaha, NE
Attendance: 17,579
Referees: Roger Ayers, Doug Sirmons, Jeffrey Anderson
Midwest Regional all tournament team[edit]
Malik Newman (So, Kansas) – Midwest Regional most outstanding player[13]
Trevon Duval (Fr, Duke)[13]
Gabe DeVoe (Sr, Clemson)[13]
Marvin Bagley III (Fr, Duke)[13]
Devonte' Graham (Sr, Kansas)[13]
Gary Trent Jr. (Fr, Duke)[13]
Final Four[edit]
During the Final Four round, regardless of the seeds of the participating teams, the champion of the top overall top seed's region (Virginia's South Region) plays against the champion of the fourth-ranked top seed's region (Xavier's West Region), and the champion of the second overall top seed's region (Villanova's East Region) plays against the champion of the third-ranked top seed's region (Kansas's Midwest Region).
Alamodome – San Antonio, Texas[edit]
National Semifinals
March 31 National Championship Game
April 2
S11 Loyola–Chicago 57
W3 Michigan 69
W3 Michigan 62
E1 Villanova 79
E1 Villanova 95
MW1 Kansas 79
National Semifinals[edit]
TBS
March 31
5:09 pm CDT
Box score
#11 Loyola-Chicago Ramblers 57, #3 Michigan Wolverines 69
Scoring by half: 29–22, 28–47
Pts: C. Krutwig – 17
Rebs: D. Ingram – 9
Asts: D. Ingram – 2 Pts: M. Wagner – 24
Rebs: M. Wagner – 15
Asts: Z. Simpson – 3
Alamodome – San Antonio
Attendance: 68,257
Referees: Roger Ayers, Mike Roberts, Terry Oglesby
TBS
March 31
7:49 pm CDT
Box score
#1 Kansas Jayhawks 79, #1 Villanova Wildcats 95
Scoring by half: 32–47, 47–48
Pts: D. Graham – 23
Rebs: M. Newman – 8
Asts: D. Graham, S. Mykhailiuk – 3 Pts: E. Paschall – 24
Rebs: O. Spellman – 13
Asts: P. Booth, J. Brunson – 6
Alamodome – San Antonio
Attendance: 68,257
Referees: Randy McCall, Michael Stephens, Kipp Kissinger
National Championship[edit]
Main article: 2018 NCAA Division I Men's Basketball Championship Game
TBS
April 2
8:20 pm CDT
Box score
#3 Michigan Wolverines 62, #1 Villanova Wildcats 79
Scoring by half: 28–37, 34–42
Pts: M. Abdur-Rahkman – 23
Rebs: M. Wagner – 7
Asts: Z. Simpson – 2 Pts: D. DiVincenzo – 31
Rebs: O. Spellman – 11
Asts: D. DiVincenzo – 3
Alamodome – San Antonio
Attendance: 67,831
Referees: Doug Sirmons, Terry Wymer, Jeffrey Anderson
Final Four all-tournament team[edit]
Donte DiVincenzo (So, Villanova) – Final Four Most Outstanding Player[14]
Mikal Bridges (Jr, Villanova)[14]
Jalen Brunson (Jr, Villanova)[14]
Eric Paschall (Jr, Villanova)[14]
Moritz Wagner (Jr, Michigan)[14]
Record by conference[edit]
Conference
Bids
Record
Win %
R64
R32
S16
E8
F4
CG
NC
Big East
6 9–5 .643 6 4 1 1 1 1 1
Big Ten
4 9–4 .692 4 4 2 1 1 1 -1 !–
Big 12
7 12–7 .632 7 4 4 3 1 -1 !– -1 !–
Missouri Valley
1 4–1 .800 1 1 1 1 1 -1 !– -1 !–
ACC
9 12–9 .571 9 5 4 2 -1 !– -1 !– -1 !–
WCC
1 2–1 .667 1 1 1 -1 !– -1 !– -1 !– -1 !–
SEC
8 8–8 .500 8 6 2 -1 !– -1 !– -1 !– -1 !–
Mountain West
2 2–2 .500 2 1 1 -1 !– -1 !– -1 !– -1 !–
American
3 2–3 .400 3 2 -1 !– -1 !– -1 !– -1 !– -1 !–
Atlantic 10
3 2–3 .400 3 1 -1 !– -1 !– -1 !– -1 !– -1 !–
America East
1 1–1 .500 1 1 -1 !– -1 !– -1 !– -1 !– -1 !–
C-USA
1 1–1 .500 1 1 -1 !– -1 !– -1 !– -1 !– -1 !–
MAC
1 1–1 .500 1 1 -1 !– -1 !– -1 !– -1 !– -1 !–
Big South
1 1–1 .500 1 -1 !– -1 !– -1 !– -1 !– -1 !– -1 !–
SWAC
1 1–1 .500 1 -1 !– -1 !– -1 !– -1 !– -1 !– -1 !–
Pac-12
3 0–3 .000 1 -1 !– -1 !– -1 !– -1 !– -1 !– -1 !–
The R64, R32, S16, E8, F4, CG, and NC columns indicate how many teams from each conference were in the round of 64 (first round), round of 32 (second round), Sweet 16, Elite Eight, Final Four, championship game, and national champion, respectively.
The "Record" column includes wins in the First Four for the ACC, Atlantic 10, Big South, and SWAC conferences and two losses in the First Four for the Pac-12 conference.
The MEAC and NEC conferences each had one representative, eliminated in the First Four with a record of 0–1.
The Atlantic Sun, Big Sky, Big West, CAA, Horizon, Ivy League, MAAC, Ohio Valley, Patriot, Southern, Southland, Summit, Sun Belt and WAC conferences each had one representative, eliminated in the First Round with a record of 0–1.
The Pac-12 lost all of its teams after the first day of the main tournament draw, marking the first time since the Big 12 began play in 1996 that one of the six major conferences—defined as the ACC, Big Ten, Big 12, Pac-12, SEC, and both versions of the Big East—failed to have a team advance to the tournament's round of 32.[15]
Media coverage[edit]
Television[edit]
CBS Sports and Turner Sports had U.S. television rights to the Tournament under the NCAA March Madness brand. As part of a cycle beginning in 2016, TBS held the rights to the Final Four and to the championship game.[16] Additionally, TBS held the rights to the 2018 Selection Show, which returned to a two-hour format, was presented in front of a studio audience, and promoted that the entire field of the tournament would be unveiled within the first ten minutes of the broadcast.[17] The broadcast was heavily criticized for its quality (including technical problems and an embedded product placement segment for Pizza Hut), as well as initially unveiling the 68-team field in alphabetical order (beginning with automatic qualifiers, followed by the at-large teams) rather than unveiling the matchups region-by-region (which was criticized for having less suspense than the traditional format).[18][19][20]
Television channels[edit]
First Four – TruTV
First and Second Rounds – CBS, TBS, TNT, and TruTV
Regional Semifinals and Finals (Sweet Sixteen and Elite Eight) – CBS and TBS
National Semifinals (Final Four) – TBS
National Championship – TBS
Studio hosts[edit]
Greg Gumbel (New York City and San Antonio) – First Round, Second Round, Regionals, Final Four and National Championship Game
Ernie Johnson Jr. (New York City, Atlanta, and San Antonio) – First Round, Second Round, Regional Semi-Finals, Final Four and National Championship Game
Casey Stern (Atlanta) – First Four, First Round and Second Round
Studio analysts[edit]
Charles Barkley (New York City and San Antonio) – First Round, Second Round, Regionals, Final Four and National Championship Game
Seth Davis (Atlanta and San Antonio) – First Four, First Round, Second Round, Regional Semi-Finals, Final Four and National Championship Game
Brendan Haywood (Atlanta) – First Four, First Round, Second Round, Regional Semi-Finals and Final Four
Clark Kellogg (New York City and San Antonio) – First Round, Second Round, Regionals, Final Four and National Championship Game
Gregg Marshall (Atlanta) – Regional Semi-Finals
Frank Martin (Atlanta) – Second Round
Candace Parker (Atlanta) – First Four, First Round, Second Round, Regional Semi-Finals and Final Four
Kenny Smith (New York City and San Antonio) – First Round, Second Round, Regionals, Final Four and National Championship Game
Wally Szczerbiak (New York City) – Second Round
Brad Underwood (Atlanta) – First Round
Christian Laettner (San Antonio) – Final Four
Danny Manning (San Antonio) – Final Four
Kris Jenkins (San Antonio) – Final Four
Commentary teams[edit]
Jim Nantz/Bill Raftery/Grant Hill/Tracy Wolfson – First and Second Rounds at Charlotte, North Carolina; Midwest Regional at Omaha, Nebraska; Final Four and National Championship at San Antonio, Texas
Brian Anderson/Chris Webber/Lisa Byington – First and Second Rounds at Boise, Idaho; South Regional at Atlanta, Georgia
Ian Eagle/Jim Spanarkel/Allie LaForce – First Four at Dayton, Ohio (Wednesday); First and Second Rounds at Detroit, Michigan; East Regional at Boston, Massachusetts
Kevin Harlan/Reggie Miller/Dan Bonner/Dana Jacobson – First and Second Rounds at Pittsburgh, Pennsylvania; West Regional at Los Angeles, California
Brad Nessler/Steve Lavin/Evan Washburn – First and Second Rounds at Wichita, Kansas
Spero Dedes/Steve Smith/Len Elmore/Rosalyn Gold-Onwude – First Four at Dayton, Ohio (Tuesday); First and Second Rounds at Dallas, Texas
Andrew Catalon/Steve Lappas/Jamie Erdahl – First and Second Rounds at Nashville, Tennessee
Carter Blackburn/Debbie Antonelli/John Schriffen – First and Second Rounds at San Diego, California
Team Stream broadcasts[edit]
Final Four
Matt Park/Jay Feely/Dr. Sanjay Gupta – Michigan Team Stream on TNT
Jeff Hagedorn/Jerry Harkness/Shams Charania – Loyola–Chicago Team Stream on truTV
Dave Armstrong/Scot Pollard/Rob Riggle– Kansas Team Stream on TNT
Scott Graham/Randy Foye/Kacie McDonnell – Villanova Team Stream on truTV
National Championship Game
Matt Park/Jay Feely/Dr. Sanjay Gupta – Michigan Team Stream on TNT
Scott Graham/Randy Foye/Kacie McDonnell – Villanova Team Stream on truTV
Radio[edit]
Westwood One had exclusive radio rights to the entire tournament.
First Four[edit]
Ted Emrich and Austin Croshere – at Dayton, Ohio
First and Second rounds[edit]
Scott Graham and Kelly Tripucka – Pittsburgh, Pennsylvania
Brandon Gaudin and Donny Marshall – Wichita, Kansas
Ryan Radtke and Jim Jackson – Dallas, Texas
Jason Benetti and Dan Dickau – Boise, Idaho
Kevin Kugler and Eric Montross/John Thompson – Charlotte, North Carolina (Montross – Friday night; Thompson – Friday Afternoon & Sunday)
Chris Carrino and P. J. Carlesimo – Detroit, Michigan
Ted Emrich – Friday Afternoon/Craig Way – Friday Night & Sunday and Will Perdue – Nashville, Tennessee
John Sadak and Mike Montgomery – San Diego, California
Regionals[edit]
Gary Cohen and P. J. Carlesimo – East Regional at Boston, Massachusetts
Kevin Kugler and Donny Marshall – Midwest Regional at Omaha, Nebraska
Brandon Gaudin and John Thompson – South Regional at Atlanta, Georgia
Tom McCarthy and Jim Jackson – West Regional at Los Angeles, California
Final four[edit]
Kevin Kugler, John Thompson, Clark Kellogg, and Jim Gray – San Antonio, Texas
Internet[edit]
Video[edit]
Live video of games was available for streaming through the following means:[21]
NCAA March Madness Live (website and app, no CBS games on digital media players; access to games on Turner channels requires TV Everywhere authentication through provider; 3 hour preview for Turner games is provided before authentication is required)
CBS All Access (only CBS games, service subscription required)
CBS Sports website and app (only CBS games)
Bleacher Report website and Team Stream app (only Turner games, access requires subscription)
Watch TBS website and app (only TBS games, requires TV Everywhere authentication)
Watch TNT website and app (only TNT games, requires TV Everywhere authentication)
Watch truTV website and app (only truTV games, requires TV Everywhere authentication)
Websites and apps of cable, satellite, and OTT providers of CBS & Turner (access requires subscription)
Audio[edit]
Live audio of games was available for streaming through the following means:
NCAA March Madness Live (website and app)
Westwood One Sports website
TuneIn (website and app)
Websites and apps of Westwood One Sports affiliates
See also[edit]
College basketball portal
2018 NCAA Division II Men's Basketball Tournament
2018 NCAA Division III Men's Basketball Tournament
2018 NCAA Division I Women's Basketball Tournament
2018 NCAA Division II Women's Basketball Tournament
2018 National Invitation Tournament
2018 Women's National Invitation Tournament
2018 Women's Basketball Invitational
2018 College Basketball Invitational
2018 CollegeInsider.com Postseason Tournament
2018 NAIA Division I Men's Basketball Tournament
2018 U Sports Men's Basketball Championship
2018 UMBC vs. Virginia men's basketball game
References[edit]
Jump up ^ Wilco, Daniel (March 17, 2018). "Last perfect bracket busts after UMBC pulls off biggest upset in NCAA tournament history". NCAA.com. National Collegiate Athletic Association. Retrieved March 17, 2018. UMBC (The University of Maryland Baltimore County) scored the biggest upset in the history of the NCAA tournament, beating top overall seed Virginia 74-54 Friday night, and becoming the first 16 seed to win a game in 136 tries.
Jump up ^ Bushnell, Henry (March 17, 2018). "UMBC shocks Virginia, first 16-seed ever to beat a 1". Yahoo Sports. Retrieved March 17, 2018.
Jump up ^ "2016-18 preliminary rounds". NCAA. November 14, 2014.
Jump up ^ "NCAA gives North Carolina a deadline to repeal HB2 or lose events until 2022". newsobserver. Retrieved March 18, 2018.
Jump up ^ "N.C. gets NCAA tourney sites after HB2 repeal". ESPN.com. Retrieved March 18, 2018.
Jump up ^ "Division I teams face penalties, lose postseason". NCAA. May 10, 2017.
Jump up ^ "NCAA conference tournament schedule: Tracking March Madness automatic bids". NCAA. Retrieved March 4, 2018.
Jump up ^ https://www.forbes.com/sites/alexkay/2018/03/11/selection-sunday-2018-schedule-official-ncaa-tournament-bracket-and-more-after-march-madness-show/#7106472abf90
Jump up ^ "DC colleges will have a season without March Madness for the first time since 1978". Washington Post. March 10, 2018.
^ Jump up to: a b c d e @marchmadness (March 25, 2018). "South Region All-Tournament Team" (Tweet) – via Twitter.
^ Jump up to: a b c d e @marchmadness (March 25, 2018). "West Region All-Tournament Team" (Tweet) – via Twitter.
^ Jump up to: a b c d e @marchmadness (March 25, 2018). "East Region All-Tournament Team" (Tweet) – via Twitter.
^ Jump up to: a b c d e f @marchmadness (March 25, 2018). "Midwest Region All-Tournament Team" (Tweet) – via Twitter.
^ Jump up to: a b c d e "Villanova Wins National Championship For Second Time in Three Years". villanova.com. April 3, 2018. Retrieved April 3, 2018.
Jump up ^ Medcalf, Myron (March 16, 2018). "The fast and unprecedented fall of the Pac-12". ESPN.com. Retrieved March 16, 2018.
Jump up ^ "2018 NCAA Division I Men's Basketball Championship commentator teams announced". NCAA. February 7, 2018. Retrieved March 5, 2018.
Jump up ^ Russo , Ralph D. (March 6, 2018). "Selection show: Tournament teams revealed in 1st 10 minutes". Washington Post. Associated Press. ISSN 0190-8286. Retrieved March 12, 2018.
Jump up ^ "TBS really made a mess of the NCAA selection show". Boston.com. March 12, 2018. Retrieved March 12, 2018.
Jump up ^ "6 ways the NCAA bracket selection show was pretty odd". SBNation.com. Retrieved March 12, 2018.
Jump up ^ Caesar, Dan. "Media Views: NCAA tourney 'Selection Show' loses suspense, adds immediacy". stltoday.com. Retrieved March 12, 2018.
Jump up ^ Maiman, Beth (March 8, 2017). "March Madness TV schedule: How to watch and live stream every game in the NCAA men's basketball tournament". NCAA. Retrieved March 9, 2017.
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Fortnite
From Wikipedia, the free encyclopedia
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For the battle royale version of the game, see Fortnite Battle Royale.
Fortnite
European box art
Developer(s)
Epic Games
People Can Fly
Publisher(s)
Epic Games[a]
Director(s)
Darren Sugg[1]
Artist(s)
Pete Ellis[2]
Composer(s)
Rom Di Prisco[3]
Engine
Unreal Engine 4
Platform(s)
Microsoft Windows
macOS
PlayStation 4
Xbox One
iOS
Release
2018
Genre(s)
Survival
Mode(s)
Single-player, multiplayer
Fortnite is a co-op sandbox survival game developed by Epic Games and People Can Fly and published by Epic Games. The game was released as a paid-for early access title for Microsoft Windows, macOS, PlayStation 4 and Xbox One on July 25, 2017, with a full free-to-play release expected in 2018. The retail versions of the game were published by Gearbox Publishing, while online distribution of the PC versions is handled by Epic's launcher.
Fortnite is set in contemporary Earth, where the sudden appearance of a worldwide storm causes 98% of the world's population to disappear, and zombie-like creatures rise to attack the remainder. Considered by Epic as a cross between Minecraft and Left 4 Dead, Fortnite has up to four players cooperating on various missions on randomly-generated maps to collect resources, build fortifications around defensive objectives that are meant to help fight the storm and protect survivors, and construct weapons and traps to engage in combat with waves of these creatures that attempt to destroy the objectives. Players gain rewards through these missions to improve their hero characters, support teams, and arsenal of weapon and trap schematics to be able to take on more difficult missions. The game is supported through microtransactions to purchase in-game currency that can be used towards these upgrades.
A standalone mode, Fortnite Battle Royale, based on the battle royale game genre but based on the core Fortnite gameplay, was released for the same platforms in September 2017.
Contents
[hide]
1 Synopsis
2 Gameplay
3 Development
3.1 History
3.2 Art and design
4 Reception
4.1 Sales
4.2 Accolades
5 References
6 External links
Synopsis
One day, 98% of Earth's population suddenly disappeared, and the remaining population found the skies covered in dense clouds, creating chaotic storms that dropped husks, humanoid zombie-like creatures, that attacked the living. The survivors found ways to construct "storm shields", a field that cleared the storm clouds from immediately overhead and reduced the attacks from husks, and used these to set up survivor bases across the globe. The player is a commander of one of these bases, charged with going out of the storm shield to find resources, survivors, and other allies to help expand their storm shield and find a way to return Earth to its normal state.
Gameplay
Currently, the paid-for product Fortnite provides two distinct modes: access to Fortnite Battle Royale, (which is also available as a separate free-to-play title) and the cooperative player-versus-environment "Save the World", which is unique to the main Fortnite game.
The "Save the World" mode is described as a co-op sandbox survival game and is about exploration, scavenging items, crafting weapons, building fortified structures, and fighting waves of encroaching monsters.[4] Tim Sweeney, Epic's founder, described the game as "Minecraft meets Left 4 Dead".[5] The game cycles between managing one's resources at a safe home base, and then going out on missions to complete quests as to collect resources and obtain rewards to advance the game's story.
In the meta-game, the player has an inventory of weapon and trap schematics, hero characters, defender characters, and support characters, along with collected resources. Schematics are used to construct weapons and traps when on the field. Hero characters represent characters from one of four classes that the player can use while on a mission, as well as used to undertake resource-gathering missions making them unavailable to use until they return from the mission. Defender characters can be summoned to help with defense but only if there are less than four players on a mission. Support characters are used to form various non-playable squads that provide passive bonuses to the player's attack strength, building speed, armor, and health, with additional benefits if the player can match certain characterization attributes within a squad. The player can spend different types of experience points and resources earned as mission rewards, from loot boxes (represented as llama pinatas), or other sources to level up and evolve schematics and characters. For weapons and traps, this generally boosts their effectiveness as well as unlocking additional attribute bonuses, while leveling up hero characters will unlock special skills the character has while in the field. Schematics and characters are generally assigned a rarity, which determines how much they can be leveled and evolved. A player's inventory of schematics and characters is limited, but players can opt to slot anyone they do not need into a collection book to gain rewards when certain collection sets are completed; use one or more of these schematics or characters to transform them into a new random item, or simply retire them to gain back experience points and other resources to free up the inventory slots.[6][7]
The player also can spend skill points, earned by completing missions, and technology points, earned over time, to unlock new skills and technologies in the game's skill and technologies trees. These can improve a player's base attributes, attributes that are shared with the other players while on missions, unlock higher levels of evolution for schematics and characters, open up new squad positions, or unlock general skills that players can use in the field. Collectively, the player's progress on these skill and technology trees, their squad composition, and their selected hero character make up the player's current "power level" which relates to what difficulty of missions the player should take and the game's matchmaking services. Also, players can review their current story progress and quests, which can include daily, side, and event quests, which when completed provide in-game currency or resources.
Mission is currently divided between four world locations, some available only after progressing far enough in the story, and special locations for timed events and for the Survive the Storm mode. Within a location are several possible mission areas that show the type of mission, the terrain it takes place on, its difficulty rating relative to the player's current power level, and whether the mission is currently under special "storm" conditions that throw random effects, like buffed husks or mini-bosses, into the mission but have potentially better rewards if completed. The player optionally can select a special site that automatically matches them with players at a similar power level and story progression on a random mission for added rewards.
Most missions take place on procedurally-generated landscapes. Most missions are based on locating site(s) representing the objectives on the map, build up fortifications around those locations, and then face off against several waves of husks that will try to destroy the objectives. During completion of these missions, players are generally given a "storm forecast" to know where husks will spawn in as to enhance fortification in that direction, though this direction can change in more difficult missions. Other missions are time-limited, requiring the players to locate and help a number of survivors, build out several radar towers, or clear out various encampment of husks scattered around the map before time runs out. These missions encourage the players to explore the map and farm for resources (either by searching objects or destroying them with an axe) used to build the fortifications, weapons, ammunition, and traps needed to defend or attack the husks. Players also frequently need to seek out bluglo, a special resource that does not carry over between maps to activate certain mission objectives. Some missions are considered a loss if the objective is destroyed or time runs out, while other missions allow the players to rework their fortifications and start their defense again if the objective is destroyed. Maps will frequently have optional objectives that are discovered through exploration, such as human survivors that need help. Completing these successfully earn immediate in-game rewards such as resources, weapons, and traps. Missions themselves may provide bonus objectives, such as by completing the mission within a certain in-game period, using a limited number of fortification pieces, or saving more survivors than the minimum necessary, which affects the qualify of rewards the players receive after the successful completion of the main mission.
During missions, players can make their fortifications from one of three base materials (wood, brick, and metal), and in a number of configurations, including floors/ceilings, walls, stairs, and ramps; players have the ability to edit these for more configurations, such as adding a door or window to a wall. Each fortification part can be upgraded with more resources of the same type to improve their durability, and when they are damaged, can be repaired by spending additional resources. Traps, which have a limited number of activation before they fall apart, can be placed on floors, walls, and ceilings, and arranged in means to make them more lethal or effective against husks. Traps may also include beneficial resources for players, such as healing pads, defender posts, and launch pads. Similarly, players can use a range of weapons but these have limited durability that drops as they are used or as a penalty if the player should be downed by husks and need to respawn without the help of allies. Players can construct new weapons, ammo, and traps from gathered resources, or find these from searching containers across the map. During missions, the game progresses through an accelerated day-night cycle; during the day, the husks are more passive and do not generally pose immediate threats, while during the night, bands of husks may spawn in and will aggressively seek out players.
One unique mission type is Storm Shield Defense missions. In each of the four world locations, the player is allocated a map that remains persistent, representing the site where their base's storm shield generator is placed, and in the storm mode, the player must return to this map to expand the storm shield, requiring them to add a new objective to defend successfully to continue the story. At any time, the player can enter this map without starting the defense mission, and use their carried-over resources to build out the fortification and traps, or add resources to a special storage area for this map.
Fortnite is also able to offer themed-events with a unique progression line, new locations, and rewards based on those themes. The first such event was its Halloween event, "Fortnitemares", that offered Halloween-themed heroes, characters, weapons, and traps (usable outside of the event) by completing numerous objectives.[8]
Development
History
Fortnite was first revealed at the 2011 Spike Video Game Awards (VGA), with Epic's former design director Cliff Bleszinski introducing a trailer for the game.[9] Donald Mustard, creative lead at Epic, said in 2017 that this announcement was "three weeks after we came up with the idea, before we even made the game".[10] The title, which started out as an internal game jam project,[11] represents a departure from the company's previous work.[9] As Bleszinski explained during the Spike event, Epic wanted to "switch things up a little bit and do something different and fun" with Fortnite, describing it as "a world where you explore, you scavenge, you build and ultimately you survive."[9] In an interview with Engadget, he also echoed these statements, claiming that the game would be different from the Gears of War series: "There's no dudebros in it...Not that there's anything wrong with that, right? But creatively for the team, Gears has been amazing for us. But it's fun to kind of stretch our wings and do something that's a little different from the usual."[12] Epic Games Vice President of Publishing Mike Fischer said in 2015 that Epic recognized that they "announced this game too soon", and that its lengthy development period was due to "very good reasons."[13]
As the game was at its very preliminary stages at the VGA reveal, the goal of this reveal was to seek public interest in the title and potential publishing partners as to decide on the game's release platforms and timeframe.[14] During the July 2012 San Diego Comic Con, Epic announced that Fortnite would be an exclusive personal computer title, and the first one to be developed by Epic using their new Unreal 4 game engine, with a planned release in 2013.[15][16] The game's development was originally started in the Unreal 3 engine, but as they progressed, they had seen the opportunity to work in several of the new feature sets and scripting language offered by Unreal 4 for Fortnite, while still running on most personal computers at that time. They further opted for personal computer exclusivity to avoid the difficulty of having to go through console certification, and as they planned to be constantly monitoring and tweaking the game, acting as a dungeon master, the personal computer approach would allow them to do this without restrictions normally set by console manfuctures.[17] Bleszinski later clarified that they would not rule out release on other platforms as they developed the title.[18]
Fortnite cosplayers at Gamescom 2017
Fortnite's development was spread among several of Epic's satellite studios,[19] and was also co-developed by the Polish studio People Can Fly, which had worked with Epic previously on earlier games, and had been fully acquired by Epic sometime in 2012. People Can Fly were briefly renamed Epic Games Poland in 2013 as to align with Epic's other studios.[20][21] By March 2014, there were about 90 developers working on the game.[11] People Can Fly later returned to being an independent studio and their own name in 2015, but continued to help Epic with Fortnite's development.[22]
During Fortnite's development, Epic had seen the game industry shifting to games as a service model. To help with this transition, the company brought in Tencent who had several games operating under this model. As part of this agreement, Tencent bought a significant share of ownership in Epic Games through stock acquisition around June 2012.[23] The shifting of Epic's approach through Tencent led to the departure of some high-level staff later that year, including Bleszinski.[24] Fortnite was seen as the spearhead for Epic's games-as-a-service model as they collaborated with Tencent. This caused some road bumps in the development of Fortnite, according to Mustard.[23] Fortnite's development was also slowed as it was used as the testing ground for the new features of the Unreal 4 engine.[23]
By November 2013, Epic confirmed that Fortnite would not release that year, nor offered a target released date, though affirmed the game was still in development by several of its studios.[25] Fortnite was a feature in the May 2014 issue of Game Informer, revealing that the title would be released as a free-to-play game.[26]
By 2014, Fortnite was at a "pretty functional prototype" with most of the Unreal 4 engine elements smoothed out, according to Mustard.[23] Epic anticipated it would still take about three more years to complete, not only in polishing and balancing the game, but setting in place the necessary backend elements for the games-as-a-service model.[23] To help support development and get player feedback, Epic used a series of closed alpha test periods. The game's first closed alpha, called Online Test 1, ran from December 2 to 19, 2014, while Online Test 2 ran from March 24 to April 14, 2015.[27][28] Epic said the first alpha was designed to help it "make sure all of our basic systems are working" and establish "a baseline for how people play in order to make Fortnite better."[27] After being demoed at WWDC 2015 on Mac, Fortnite entered closed beta testing in the fall of 2015.[29] Approximately 50,000 players participated in these periods.[23]
Fortnite was being developed alongside Paragon, which Epic announced on November 2015. As Paragon seemed to take Epic's focus, leaving little news about Fortnite, CEO Tim Sweeney said in March 2016 that they were still committed to Fortnite once Paragon was launched and established, given that much of the work on Fortnite would take time to get the right balance for gameplay. "We figure we should start with one major successful launch and do one at a time. Fortnite will be next."[30]
By June 2017, Epic Games announced that Fortnite was now set for a 2018 release across Windows, macOS, and the PlayStation 4 and Xbox One consoles. Leading up to this free-to-play release, the game was offered as a paid early access period starting on July 25, 2017 for all platforms; players who pre-ordered Founder's Packs were granted access to the game on July 21.[31][32] The lengthy period since the game's alpha phases was ascribed to developing Fortnite as a games-as-a-service model, according to creative lead Donald Mustard. While the game had been in a playable state for the two years before this, Epic wanted to be able to develop ongoing content to players to keep them interested in the title, such as planning timed events with unique rewards, following in the approach used by games like League of Legends and Warframe.[31] Since the game had already been announced earlier in 2014 through Game Informer, Epic opted not to use their Electronic Entertainment Expo time or space in June 2017 to re-announce the game, fearing that coverage of it would be lost in the deluge of other gaming news coming out of the event. Instead, the Epic marketing team worked with Twitch and other game streamers to provide them early copies of the game to play and promote on their channels in the weeks leading up to their target release date of July 25, 2017. However, a few weeks before this date, Epic recognized that the game was still not ready for release; it was playable but not content complete. Rather than prolonging it further, Epic decided to release the game into paid early access on July 25, 2017, which would also allow them to get active feedback on the game as they progressed in development.[33] At the time of the start of early access, Gearbox Software helped distribute the game on physical media.[34]
With the popularity of Fortnite Battle Royale, which was first released in early access around September 2017 and gained considerable attention by early 2018, Epic split off a separate development team to focus on improvements for this mode.[35] Epic said that their attention to Fortnite was causing some of their other games to see lower player populations, leading them to reduce development efforts on these games, particularly Paragon.[36] By the end of January 2018, Epic announced it was shutting down Paragon by April of that year, providing refunds to all players.[37] Players on a Fortnite-dedicated Reddit forum had expressed concerns that a similar fate could befall the Save the World mode of Fortnite, as externally, the Save the World mode has not received the same attention in providing updates and improvements compared to the Battle Royale mode since that mode's release.[38] Epic's Ed Zobrist said that as of March 2018 that the retention rates for "Save the World" have been high, and have grown since the release of Fortnite Battle Royale,[33] and the company has since improved communications with the player base, such as providing development road maps and known bug lists.[39]
Art and design
In their initial prototypes of the game, Epic had used creepier and darker designs for the husks and other enemies. Bleszinski said that they found this to create an "exhaustive environment" that was too grim, and designed to take the design in a more cartoonish approach, while still remaining creepy, so that players would enjoy spending time in the game's world, without competing with games like DayZ.[18] They used works from Pixar, Tim Burton, and Looney Tunes as inspiration for the designs.[18][40]
Fortnite uses procedural generation to build out the maps for each mission. The game also includes an "AI director" that monitors how players are progressing, and alters the challenges of the monsters it sends out to the players based on that progression, easing off if players are having greater difficulty in surviving.[41] At one point, the game had a team-based player versus player mode, where each side attempted to build up a base around a central target while trying to attack the opponent's target after breaking through their base. This did not make it into the final game.[41]
Epic currently has cross-platform play between PC and PS4 and has stated plans to allow separate Fortnite cross-platform support for Xbox One and personal computer users, but cross-platform play between all three platforms has not been announced. However, for a few hours during one day in September 2017, players found they could cross-play between all three platforms. Epic later corrected this, calling it a "configuration error".[42]
Reception
Sales
On July 26, 2017, it was announced that Fortnite had sold over 500,000 digital pre-order copies.[1] On August 18, 2017, Epic confirmed that Fortnite had surpassed over a million players.[43]
Accolades
Eurogamer ranked the game 32nd on their list of the "Top 50 Games of 2017".[44] It was also nominated for "Best Co-op Game" in PC Gamer's 2017 Game of the Year Awards,[45] and for "Best Spectator Game" in IGN's Best of 2017 Awards.[46]
Year
Award
Category
Result
Ref.
2017 The Game Awards 2017 Best Multiplayer Nominated [47]
2018 16th Visual Effects Society Awards Outstanding Visual Effects in a Real-Time Project (A Hard Day's Night) Nominated [48][49]
D.I.C.E. Awards Outstanding Achievement in Online Gameplay Nominated [50][51]
SXSW Gaming Awards Excellence in Multiplayer Nominated [52][53]
Excellence in Gameplay Nominated
14th British Academy Games Awards Best Evolving Game Nominated [54][55]
Best Multiplayer Nominated
22nd Annual Webby Awards People's Voice Award for Best Multiplayer/Competitive Game Won [56]
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Jump up ^ Makedonski, Brett (April 12, 2018). "BAFTA names What Remains of Edith Finch its best game of 2017". Destructoid. Archived from the original on April 25, 2018. Retrieved April 13, 2018.
Jump up ^ Kaufman, Gil (April 24, 2018). "JAY-Z, RuPaul, Lady Gaga, Katy Perry & Kourtney Kardashian Among 2018 Webby Award Winners: See the Full List". Billboard. Archived from the original on April 25, 2018. Retrieved April 24, 2018.
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