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The fall of All Points Bulletin and Real Time Worlds!

Started by KillSlim, 13-08-2010

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Currently, I am reveling in the defeat of APB. I see the game's upcoming defeat as a Victory for the gaming industry; because an unfinished, bug-filled, cheater-filled, content-lacking, over-priced, repetitive, frustrating game needs to get what it deserves: A short lifespan.

APB's official forums were full to the brim with trolls, ban-happy moderators and 'Hammer-Leigon-Members' (People who defend the game no matter what). They disallowed constructive criticism of any sort, thus players headed over to the Steam forums in hordes, creating all kinds of complaint and suggestion threads.

The game itself, as I described in the first few sentences of this thread, is awful. Recieving a global-average score of 5.4 / 10 (All of the major reviewers combined and averaged), dropping from the Steam top 100 played games in less than 3 weeks, and losing 52% of it's playerbase in 2 months according to Xfire and Steam statistics.


RTW's upcoming project announced on the 28th of July, 'My World', has been completely dropped. All staff members of this project, approximately 60, have been made redundant.
Rumours of RTW attempting to sell APB entirely are spreading, however I doubt this would work (Who would want to buy a dead and broken game?).

Apparently a skeletal staff of admins and devs will be made, again, inspired by the rumours around the inside of RTW that the company had gone bust.
All of this information was provided by an RTW insider and given to a gamer blog archive named 'VG247'.

It's funny, APB was supposed to run for three years, apparently because of a 'deal' either between EA or the server providers. Can you believe that 100 Million dollars have been wasted on this? And Dave Jones, Executive of RTW actually expected APB to be as successful and as popular as World of Warcraft in an interview with Eurogamer.

I believe APB has taught gamers to stick to developers they know and trust. If I didn't buy APB, I would probably buy one of the better MMO's coming out fall 2010 / quarter 1 2011.
Star Wars The Old Republic, made by Bioware; World of Warcraft Cataclysm, made by Blizzard; Guild Wars 2, from NCsoft.
Plenty of better titles coming out soon.
"Yes, we will be changed and we will march with him, then all the world will have his colour and his light and his madness."


Ace: Howdy-do, Killslim.
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APB Sucked...They made it look cool, but in the end it sucked... Proably what they wanted to do make it look cool but it failed ingame.

Played it a few days, got bored, deleted. The beta that is.

Horray! Some justice.

Quotebreslau: if i cant cheat i dont wanna play
breslau: period

I'm just glad I was able to play the beta and realize how shit it was, really.

Quote from: Nargotah on 13-08-2010
I'm just glad I was able to play the beta and realize how shit it was, really.

I was having fun for the most part at the beginning, but after 10 hours I saw it all and I did it all. There was nothing at all new.
I fucking poured myself a Gin in celebration when I read this, literally, I felt so badly ripped off and frustrated.
"Yes, we will be changed and we will march with him, then all the world will have his colour and his light and his madness."


Ace: Howdy-do, Killslim.
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I bought this game hoping for awesome shootan fun

I slighty mad.

N-TECCCCCCCCCCCCCCCCCCCCCCCCCCCC

Played beta for a few weeks.
Thought the customization and such were a good idea.
But the balance in this game was AWFUL.
Enforcers actually had more health then the criminals "lol realism".
And don't get me started on the N-TEC (Usually called the Nazi-Tec by me and my friends)

Quote from: KillSlim on 13-08-2010
Quote from: Nargotah on 13-08-2010
I'm just glad I was able to play the beta and realize how shit it was, really.

I played the beta for less than a hour and uninstalled it. Nuff said really.
I was having fun for the most part at the beginning, but after 10 hours I saw it all and I did it all. There was nothing at all new.
I fucking poured myself a Gin in celebration when I read this, literally, I felt so badly ripped off and frustrated.

Someone should have played the beta ;)

Quotebreslau: if i cant cheat i dont wanna play
breslau: period

I didn't play BETA, I played Key to the City which allowed for 5 free hours, but in that 5 free hours you're having fun. After that short period of time you think that 'This is all? I payed £30 pounds for APB and this is all you do ...'
"Yes, we will be changed and we will march with him, then all the world will have his colour and his light and his madness."


Ace: Howdy-do, Killslim.
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APB is dieing? When will justin bieber follow?
Suspiciously cheesy man sighted on east pier at 9pm.

Quote from: Comradebritish on 16-08-2010
APB is dieing? When will justin bieber follow?

After his fan base of pre-teen girls go through their first menstrual cycle.
"Yes, we will be changed and we will march with him, then all the world will have his colour and his light and his madness."


Ace: Howdy-do, Killslim.
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am i the only person who actually liked apb and still do, just can't be bothered to keep paying for it?
"What dutch says, when he's not trollin mono, he talkes good smartness." - Comradebritish

YOU HEARD IT HERE FIRST, FOLKS

APB have now gone into administration and are trying to get bought out by someone. Their fall is complete.

Quotebreslau: if i cant cheat i dont wanna play
breslau: period

Quote from: Last.Exile on 17-08-2010
APB have now gone into administration and are trying to get bought out by someone. Their fall is complete.
where does it say that
"What dutch says, when he's not trollin mono, he talkes good smartness." - Comradebritish

YOU HEARD IT HERE FIRST, FOLKS

Quote from: Dutch on 18-08-2010
Quote from: Last.Exile on 17-08-2010
APB have now gone into administration and are trying to get bought out by someone. Their fall is complete.
where does it say that

The News, It's all over the headlines. Btw Dutch, I wouldn't just make shit up, you could've easily googled something like "RTW Administration" to see that it's true.
http://www.bbc.co.uk/news/uk-scotland-tayside-central-11003456
"Yes, we will be changed and we will march with him, then all the world will have his colour and his light and his madness."


Ace: Howdy-do, Killslim.
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Quote from: KillSlim on 19-08-2010
Quote from: Dutch on 18-08-2010
Quote from: Last.Exile on 17-08-2010
APB have now gone into administration and are trying to get bought out by someone. Their fall is complete.
where does it say that

The News, It's all over the headlines. Btw Dutch, I wouldn't just make shit up, you could've easily googled something like "RTW Administration" to see that it's true.
http://www.bbc.co.uk/news/uk-scotland-tayside-central-11003456

Well damn, that blows. Realtime Worlds really was great, I mean they had tons of original ideas, and APB itself really was a good game, sucks that no one else thinks so.
"What dutch says, when he's not trollin mono, he talkes good smartness." - Comradebritish

YOU HEARD IT HERE FIRST, FOLKS

Quote from: Afromana on 14-08-2010
N-TECCCCCCCCCCCCCCCCCCCCCCCCCCCC

Played beta for a few weeks.
Thought the customization and such were a good idea.
But the balance in this game was AWFUL.
Enforcers actually had more health then the criminals "lol realism".
And don't get me started on the N-TEC (Usually called the Nazi-Tec by me and my friends)

This


I only feel sympathy for the employees, APB itself was horrid.
One employee spoke his mind on the Rock Paper Shotgun gaming news site. It's a very long comment, but if you can be bothered to read it you'll see what the situation was like inside RTW approaching the release of APB.

Quote
What a fucking mess. I'm ex-RTW.

An outcome like this wasn't desired by anyone at RTW, but game development is a weird business. A game can play poorly right up until only a few months before release, for a variety of reasons – Crackdown was awful right up until a month or two before it came out (some would say awful afterwards, too, but I'm trying to make a point :). Knowing this, it can blind you to a game's imperfections – or lead you to think it's going to come right by release. You end up in this situation where you're heads down working your ass off, not well able to critically assess your own product. APB itself only really came together technically relatively late in its development cycle (and it still obviously has problems), leaving too little time for content production and polish, and lacking any real quality in some of its core mechanics (shooting / driving). It's not that the team was unaware of these huge issues, but a million little things conspire to prevent you from being able to do anything about them. It can seem difficult to comprehend, it certainly was for me before entering the industry – 'How did those idiots get X wrong in game Y?'. No team sets out to ship something anything less than perfection, but projects can evolve in ways that no one seems to be in total control of. All that said, it was pretty clear to me that the game was going to get a kicking at review – the gap between expectation and the reality was huge. I wasn't on the APB team, so I played it infrequently, during internal test days etc. I was genuinely shocked when I played the release candidate – I couldn't believe Dave J would be willing to release this. All the issues that had driven me nuts about it were still there – the driving was poor (server-authoritative with no apparent client prediction, ergo horrendously lag intolerant), combat impact-less, and I found the performance of the game sub-par on what was a high-spec dev machine.

But the real killer, IMO, is the business model. This was out of the team's hands. The game has issues, but I think if you separate the business model from the game itself, it holds up at least a little better. A large scale team based shooter, in big urban environments, with unprecedented customisation and some really cool, original features. The problem was that management looked at the revenue they wanted to generate and priced accordingly, failing to realise (or care) that there are literally a dozen top quality, subscription free team based shooters. Many of which, now, have progression and persistence of some sort – for free. The game would have been immeasurably better received it had simply been a boxed product, with paid-for in-game items, IMO. This may not have been possible, given what was spent on the game and the running costs, but the market is tough. You can't simply charge what you feel like earning and hope the paying public will agree with your judgement of value. Many of us within RTW were extremely nervous at APB's prospects long before launch, and with good reason, as it turns out.

They also failed spectacularly to manage expectations. When Dave J spoke out saying there would 'not be a standard subscription model', he unwittingly set expectations at 'free to play'. When it's announced that we're essentially pay-per-hour, we get absolutely killed in the press, somewhat understandably. The game also announced far too early (though it kept being delayed), and had little to show but customisation for what seemed like years, largely because internally we (correctly) judged it to be the stand out part of the game. But we should have kept our powder dry. Our PR felt tired and dragged on and on, rather than building a short, sharp crescendo of excitement pre-release. We also went to beta far too early, wiser heads were ignored when it was pointed out that any kind of beta, even very early beta, might as well be public as far as generating word of mouth. The real purpose of beta is publicity, not bug fixing. We never took that lesson on board. We also made the error of not releasing fixes externally to many of the issues early beta testers were picking up, keeping the fixes on internal builds, I presume to lessen the load on QA. This simply meant that to early beta testers, it looked as though we were never bothering to fix the issues they found, when in fact, they were being fixed, simply being deployed back into beta very infrequently. This lesson was eventually learnt, but only after we'd pissed off a large number of early-adopters.

The sheer time spent and money it took to make APB is really a product of fairly directionless creative leadership. Certainly Dave J has great, strong, ambitious ideas for his games. But he's a big believer in letting the details emerge along the way, rather than being planned out beyond even a rudimentary form. For most of the lifetime of APB, he was also CEO of the whole company, as well as Creative Director. His full attention was not there until it late in the day. This has ramifications for how long his projects run – many years, on average – and the associated cost. This, in turn, means that the business model options were constrained, conspiring to place APB in a really difficult position, commercially. Ultimately, it's this pairing of a subscription model cost with free to play game play that really did for the game. And many of us saw it coming a mile off. I must admit I'm dismayed about the scale of the failure, however. Many of us thought APB might do OK at retail and sell a few hundred thousand, though struggle on ongoing revenue, and gradually carve a niche. But it absolutely tanked at retail I believe (though I'm not privvy to figures) I think due to the critical mauling it received. It never made the top 20 of the all format UK chart. It's scraping along the bottom of the PC-only chart, a situation I'm assuming is replicated in its major markets. And being at the bottom of the PC-only chart is not where you want to be as a AAA budget game. God knows what the budget was, but when you account for the 150-odd staff and all the launch hardware and support, it was in the tens of millions of dollars.

MyWorld is an innocent bystander caught up in the demise of APB. Which is a real shame, because it is genuinely ground breaking, though not aimed at the traditional gamer audience. It was going great guns over the last year or so, coming on leaps and bounds, impressing everyone who saw it. MyWorld might as well have been a different company – there was very little staff overlap on the two projects, they worked under entirely different production methodologies, and because we were not the next in line for release we received very little attention from the execs (which was a good thing, to be honest). We knew that time was limited, and tried to encourage management to go the 'google-style beta route – release a limited, but polished core feature set early, and iterate. What happens to it from here on out is not clear, but without the people who wrote it, the code isn't worth a damn, so I can't see the project being picked up. Management tried to get a publisher onboard to fund continued development, but the time scales involved meant that was always unlikely, despite some considerable interest from potential partners. God knows what will happen to it now the team are gone. Probably nothing. Years of my life were poured into that project, but it was a blast to make, and at least it was made public so I can point and say, "I helped make that".

RTW tried something bold, and fucked it up. It tried to make what amounted to two MMOs at once, as well as self-publish. I have to hand it to Dave J. He's ballsy. But in the end, we couldn't do it, and I think the whole company will go under sooner rather than later. It's a shame, too, as Dundee can't absorb the level of game dev redundancies that are about to hit, which means the Dundee scene gets that little bit smaller. But that's the price of failure, and we certainly failed. No excuses, really. We were well funded, hired some great engineers, designers and artists, and great QA guys. Ultimately, the senior management team must take responsibility. I think they had far too much focus on the company's 'strategic direction' and not enough on day-to-day execution, which was where it really matters. And I think a huge part of the blame lies with Dave J, though I can't emphasize enough how nice a man he is personally; ultimately APB has torpedoed the company, and it failed largely under his creative leadership. It has other issues (technical, for instance), but the design and the business plan are largely down to him and the board, and they are what have failed so irrevocably for the rest of us.
"Yes, we will be changed and we will march with him, then all the world will have his colour and his light and his madness."


Ace: Howdy-do, Killslim.
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Quote from: Bl★ck Star on 20-08-2010
tl:dr, short version plz ?

Its long for a reason, read it or not.
Your choice.

Quote from: Bl★ck Star on 20-08-2010
tl:dr, short version plz ?

Damnit I hate it when people say this, it's like they're boasting that they have a short attention span and deserve a medal. Just take <10 minutes if your time and read it, it's very revealing and interesting especially since it's from an Ex-Employee.
"Yes, we will be changed and we will march with him, then all the world will have his colour and his light and his madness."


Ace: Howdy-do, Killslim.
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