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How APB's Persistent World Will Work

Edge Magazine recently sat down with David Jones, creative director for Realtime Worlds, the studio behind upcoming action MMO APB. He spends some time talking about their thinking behind the game, and he also gets into how their persistent online worlds will work. Quoting: "... you absolutely want 'moments' in the game. Even if it's just for thirty minutes, you want people to become celebrities — OJ Simpson on TV with the police chasing after him: you want those kind of moments in the game. We can't create them, so it's about what mission can ultimately lead to those kinds of experiences. We have what we call heat mechanics in the game, so if a criminal has just been on a complete rampage, recklessly blowing stuff up and killing people, heat builds up until eventually we unlock him to every single enforcer on the server. It's not part of their missions, it's just that this guy has become number one wanted and everyone has the authority to take him down. That's a fun mechanic from both sides; everybody who's a criminal is going to want to reach that and if you're on a mission for the enforcers you'll see that guy and wonder whether you should break away to get him. You get a lot of compound stuff which we never planned for, because it's a hundred real players interacting in ways we don't expect."

7 of 33 comments (clear)

  1. Legitimizing trolls by BadAnalogyGuy · · Score: 5, Interesting

    It sounds interesting, but I have to wonder about the long-term viability of a game based on legitimizing trolls. As we've seen on many discussion boards, trolls can cause a huge disruption with their presence. They say outlandish things, or do things which irk the existing audience. This leads to retaliation and "troll hunting" which doesn't serve the purpose of discussion or anything else. In the end, the troll is as successful in proportion to the disruption he causes.

    So what happens when the prime motivator is to be a troll? There were several pure troll sites a few years back. Adequacy.org, Kuro5hin, and GNAA were all sites dedicated specifically to trolling. It ended up being mostly a circlejerk and these sites are no longer around or are so diminished in audience as to be moot.

    I have to wonder what the result will be in APB when everyone is seeking their 15 minutes of fame. It sounds like something that may be fun for a short while, but when everyone is out to whore attention, the players lose their personal connections to each other.

    1. Re:Legitimizing trolls by vertinox · · Score: 2, Interesting

      It sounds interesting, but I have to wonder about the long-term viability of a game based on legitimizing trolls.

      APB is basically Grand Theft Auto but multiplayer on a larger scale.

      And GTA gameplay itself in single player was about doing troll things to the NPCs but now you are going to direct this to other players.

      That said, its all PvP so its like calling people who taunt in Counter Strike and Halo trolls. I mean they are but its basically all smack talk because you basically can just shoot them on an equal basis (depending on your current weapon) whereas in an standard WoW MMO, you often can't kill each other or the levels are so imbalanced one person pushes a button and ganks the other player.

      And lastly, the idea of smack talk and trolls make sense to a game which is about gangs vs gangs and police vs gangs.

      Like the good old Jets vs Sharks where people are going to talk big and then rumble... The gameplay is designed for that.

      Personally I'd like to play as a suit and tie FBI agent and then take the law into my own hands, but that is just me.

      --
      "I am the king of the Romans, and am superior to rules of grammar!"
      -Sigismund, Holy Roman Emperor (1368-1437)
    2. Re:Legitimizing trolls by zyl0x · · Score: 2, Interesting

      Please pardon my excessive optimism for a moment, but I think there's a pretty good chance that for every troll that wants to be the biggest, most annoying criminal in the game, that there would be a player who wants to be the famous hero who brings him down. There are a lot of gamers that don't want to be the rampaging criminal, and want to be the good guy instead. Personally, whenever I'm given the choice between good and evil in a video game, I always take the good path. I think being evil is usually the cheap way out of situations. I don't find it very fun. I'm sure there are many others out there like me.

      --
      Blerg.
  2. If we've learned nothing else form EVE online by adamkennedy · · Score: 3, Interesting

    It's that when game designers come up with ideas like "And then we'll unlock him to everyone, and they'll all hunt him blah blah blah" (where designers try to intentionally create spontaneity) is that it USUALLY fails to take into account cycles of adaptation.

    If someone has managed to become the number one bad-ass on the server, is it really worth going after them when they almost certainly did it specifically to attract people into a trap/gank?

    1. Re:If we've learned nothing else form EVE online by Rogerborg · · Score: 3, Interesting

      It depends what "worth" it means. In EVE, you've always mindful of the potential loss if you get raped, but I doubt that the consequences of death in APB are going to be particularly onerous.

      So even if you are driving into Obvious Trap Alley, being a victim-participant in that experience may be fun in itself, just to see how badly it's possible to get ganked.

      Different games, different reward and loss schemes.

      --
      If you were blocking sigs, you wouldn't have to read this.
    2. Re:If we've learned nothing else form EVE online by phoenix321 · · Score: 2, Interesting

      That's the usual difference between skill vs. level as the character base. Skill based means YOUR skill, level based mean YOUR freetime. Both concepts need adjustments or alternatives so the "disadvantaged" (low skillers or low freetimers) don't get mauled up too much.

      If I had anything to say, I would offload all low-skilled, high-freetime gamers to WoW and not deal with any of them. Game mechanics to protect those mouse-potatoes are only needed in a politically-correct "everyone-gets-a-prize" kindergarten environment which I absolutely detest. A game can be fun without having skill, but an ultra-hard to find "Death Maul +15" to reward months of mindless grinding is totally unwarranted IMHO.

      People with high skill should be rewarded, no matter if they've invested much or few of their freetime. That would be the most realistic aspect of a realistic-looking game and people get an incentive to either develop skills or look elsewhere. That almost eliminates griefers, as no one without skill should be able to successfully troll the whole pack and people with skills and troll-attitude are rare enough and can't be reasonably distinguished from other high-skillers.

    3. Re:If we've learned nothing else form EVE online by Anonymous Coward · · Score: 1, Interesting

      It depends on how well the 99 coordinate. If they all are chasing behind me they'll suck. If they work together to control the route and cut off options until you're trapped it's a different story. Does anyone know how the game will work communication wise? Are you auto connected to the people on your mission or only to your clan on teamspeak? I think it could be good if as random people join to assist they auto join the communications.