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APB To Close Mere Months After Launch

APB, the action MMO created by Realtime Worlds and launched at the end of June, will soon be closing its doors. The game was very expensive to make, and news of the studio's financial difficulties has been circulating in the wake of disappointing sales numbers and reviews. Today, less than three months after the servers went live, community officer Ben Bateman announced that service will be discontinued shortly. One of the developers said, "In every way APB was a dichotomy. I have witnessed the project alter from a fragile and delicate entity used to show the world the depth of our vision through to the sturdy beast we released to the public. There were the unusual errors and crashes which are to be expected, but it worked. Once in the hands of our community I have never seen something elicit such a polarization of people. It was dismissed as overhyped and broken or else taken to heart to be loved and cherished, buoyed on by a fanaticism I was proud to have played a part in bringing to the world."

185 comments

  1. And what about the players.. by Anonymous Coward · · Score: 0

    Will the players get refunds for money spent on a product they wont support?
    Although for an MMO.. not running servers is worse than no support.

    1. Re:And what about the players.. by Pojut · · Score: 1

      Likely not...such is the risk you run with playing an MMO.

    2. Re:And what about the players.. by Locke2005 · · Score: 2, Insightful

      Yet another reason they should give the client software away for free and just charge monthly fees for access to the servers. Of course, if you're foolish enough to spend real world cash to purchase virtual property, you deserve whatever you get when they shut the servers down -- no online world is going to last forever!

      --
      I've abandoned my search for truth; now I'm just looking for some useful delusions.
    3. Re:And what about the players.. by Sir_Sri · · Score: 2, Interesting

      Presumably if they had money to provide refunds they wouldn't be shutting their doors.

      If you bought it recently (like the last week or so) you should probably be able to return it to a retailer, if you bought it in early august or back in july, well, some games are short 8-20 hour affairs even at full price. This happens to be one of them.

    4. Re:And what about the players.. by Anonymous Coward · · Score: 0

      Of course, if you're foolish enough to spend real world cash to purchase virtual property

      You mean like ALL software, games, music, tv & movies?

    5. Re:And what about the players.. by gorzek · · Score: 2, Insightful

      The difference being that software, games, music, TV shows, and movies can continue working as long as you have the media (and a suitable device for using them.) With an MMO, once the servers are shut down the software and everything you paid for in the game are worthless.

    6. Re:And what about the players.. by Locke2005 · · Score: 2, Insightful

      With the exception of DRM-protected software, music, and video that is required to phone home to a server to authorize playback, yes. As an engineer, I've run plenty of applications wherein the largest source of failure was the license server being unavailable. Again, either make me pay for it up front and allow me to do anything I want with it, or give it to me for free and charge me periodic fees for access to the servers required to make it work, but don't make me both pay for it up front AND to make it keep working.

      --
      I've abandoned my search for truth; now I'm just looking for some useful delusions.
    7. Re:And what about the players.. by gorzek · · Score: 2, Insightful

      Even so, virtually all DRM schemes can be cracked. I mean, you can crack Steam games as far as that goes. The problem with MMOs is that being able to function at all depends entirely on the presence of those remote servers. All the cracking in the world doesn't do a damn bit of good unless someone has figured out how to setup an unauthorized server.

      If I did have some kind of licensed media to which the authorizing server eventually went down, you better believe I'd head over to TPB or Demonoid to download an unencrypted copy. Alas, there is not a comparable solution for MMOs.

    8. Re:And what about the players.. by Anonymous Coward · · Score: 0

      Tell that to people who bought PlaysForSure music.
      I know they're not the same. I'm simply pointing out that any of those could also be a foolish purchase.
      This would be a bit like the movie industry deciding to scrap the current HDCP keys rendering almost all
      existing HD hardware obsolete or if Win7 SP2 required a Trusted Computing chip built into a PC to work.

    9. Re:And what about the players.. by HaZardman27 · · Score: 1

      Yeah like buying food or paying to see a movie; it doesn't last forever so obviously it's a terrible purchase.

      --
      Apparently wizard is not a legitimate career path, so I chose programmer instead.
    10. Re:And what about the players.. by TrippTDF · · Score: 1

      The difference being that the precedent with video games is that once you buy it, you own it and you can play it whenever you want- I still break out Riven every now and again just for fun. However, with an MMO, you are kind of gambling that the servers will stay there as long as you want to play the game. It makes it impossible to relive some nostalgia if the servers are not there.

      Now, with a little luck, the studio will open source the server software so someone can run it.

    11. Re:And what about the players.. by HeckRuler · · Score: 2, Interesting

      Alright, so does anyone have a copy of the APB server software in their back pocket?
      I know that there are private WoWarcraft servers up and running, albeit illegally.

    12. Re:And what about the players.. by inanet · · Score: 1

      I kind of agree. to my mind a standalone game, is a bit like a book, when I buy a book I expect it to still be readable* when I go back to my shelf 5, 10, 20 years later and want to read it. similar deal with a computer game (ignoring media issues, etc. lets assume I made corrected format shifted backups at the right times). where as an MMO is much more like a hobby, its done with other people (albeit questionably social) as the most value you get out of an MMO is when you play with other people. this is more akin to having an specialty sports/hobby facility built, you buy a membership and pay your fees, but its not popular enough. so I don't think its really fair to categorise MMO's with standalone games.

      --
      "This is my Sig. there are many like it but this one is mine."
    13. Re:And what about the players.. by dangitman · · Score: 0, Flamebait

      The difference being that software, games, music, TV shows, and movies can continue working as long as you have the media

      So, when I buy a ticket to see a musical concert, that gives me the ability to see that same concert again whenever I please? Amazing. I thought that once the concert was over, that was it.

      If you'll excuse me, I'm going to call the Pixies and tell them they need to hold a concert for me, seeing as I still have the ticket.

      --
      ... and then they built the supercollider.
    14. Re:And what about the players.. by mh1997 · · Score: 0, Offtopic
      "The difference being that software, games, music, TV shows, and movies can continue working as long as you have the media"

      "So, when I buy a ticket to see a musical concert, that gives me the ability to see that same concert again whenever I please? Amazing. I thought that once the concert was over, that was it."

      Jackass, have you always been a douche?

    15. Re:And what about the players.. by dangitman · · Score: 1

      Jackass, have you always been a douche?

      So, being aware that music comes in forms other than on pre-recorded media makes me a jackass and a douche? Are you not also aware that you can play a game of card or see a movie at the cinema without owning it in perpetuity?

      Do you have a problem with facts and logic?

      --
      ... and then they built the supercollider.
    16. Re:And what about the players.. by The+Infamous+Grimace · · Score: 1

      Does the ticket contain the concert? No, it lets you in the door. When you go to a concert, what media actually holds the concert - where's the container? Keys are not the car. I'm with mh1997.

      -Peter

      --
      Ignorance and prejudice and fear
      Walk hand in hand
    17. Re:And what about the players.. by dangitman · · Score: 2, Insightful

      Does the ticket contain the concert? No, it lets you in the door. When you go to a concert, what media actually holds the concert - where's the container? Keys are not the car. I'm with mh1997.

      But that post was in a reply to a post mentioning all music. Why isn't live music performance included under "all music"? That's a very limited definition of music.

      Going further up the thread, it was initiated by somebody saying it was "foolish" to buy virtual property. So, by this logic, someone must be a fool to buy a ticket to a concert rather than a recording of the concert? Someone must be a fool to buy a copyright to a valuable recording? To rent a house? To pay for internet access?

      I'm sorry, the notion that only physical items are worthy of purchase is ridiculous.

      --
      ... and then they built the supercollider.
    18. Re:And what about the players.. by JarinArenos · · Score: 1

      The problem is, Locke2005 wasn't talking about random games that you can find a dozen copies of with a simple torrent search. "As an engineer" he said. We're talking about the $1500-per-copy specialized software that nobody ever bothers to crack, so there's no recourse if the licensing servers go down, other than to look for some other company to shell out more money to.

      Admittedly, half the time, with the company gone, you'll be looking for another vendor anyway, because you rely on the company's support line too regularly to continue using the software without them anyway.

    19. Re:And what about the players.. by gorzek · · Score: 1

      Yeah, I know exactly what you are talking about--and you're right, the kind of specialized software that's in that boat usually requires expert-level support and is often time-sensitive, too.

      But the world of business software is a different animal from consumer software. Businesses typically have a little more leverage in terms of not being left out to try. They can offer to buy source code or work out a support arrangement with whoever ends up with the abandoned product. Joe Consumer really doesn't have much in the way of (legal) options when Software Publisher X goes tits up.

    20. Re:And what about the players.. by Aphoxema · · Score: 1

      The difference being that software, games, music, TV shows, and movies can continue working as long as you have the media (and a suitable device for using them.) With an MMO, once the servers are shut down the software and everything you paid for in the game are worthless.

      Yeah, I'm pretty fond of EVE Online and it's done pretty well for itself considering, but I know everything comes to an end eventually.

      --
      "Most people, I think, don't even know what a rootkit is, so why should they care about it?"
    21. Re:And what about the players.. by Anonymous Coward · · Score: 0

      Well in the case of EvE you paid nothing for the client or regular updates but only for the months you used it. So if the servers go down, you can't lose your $0 investment in the software.

  2. Cheating was rampant by grasshoppa · · Score: 4, Interesting

    I loved the game, but cheating was rampant from day 1. After a couple weeks, I couldn't tolerate it anymore, as it literally seemed that you HAD to cheat to complete your missions.

    It was fun otherwise, and was looking forward to coming back to it in a year ( after they got the cheating under control ).

    --
    Mod me down with all of your hatred and your journey towards the dark side will be complete!
    1. Re:Cheating was rampant by mdm-adph · · Score: 5, Funny

      I think you're missing the deeper gameplay mechanics obviously secretly built-into a game based around a life of crime...

      --
      It is by my will alone my thoughts acquire motion; it is by the juice of the coffee bean that the thoughts acquire speed
    2. Re:Cheating was rampant by moeluv · · Score: 1

      The same thing killed Warhammer Online for me. There were some great concepts to that game but playing a pvp game where your opponent is using cheats/hacks is just no fun. there were some other issues w/ Warhammer but that's the one that killed it for me.

    3. Re:Cheating was rampant by Frigga's+Ring · · Score: 3, Interesting

      Depends on what you mean by cheating. The match making system drove me up the wall. I only lost against people 5x my rating because they out-geared me. But that's all I was pitted against because they purposely lowered their rank (rating determines your gear, rank determines who you fight, rating goes up as you play, rank goes up or down if you win or lose) to they could fight newbies.

      And honestly, the weapons and cars are all that changed. At rank 1, you were robbing stores and stealing cars. At rank 500 you were robbing the same stores and stealing the same cars. The game failed because it was hollow gameplay.

    4. Re:Cheating was rampant by lymond01 · · Score: 1

      And honestly, the weapons and cars are all that changed. At rank 1, you were robbing stores and stealing cars. At rank 500 you were robbing the same stores and stealing the same cars. The game failed because it was hollow gameplay.

      Next you'll tell me that Soulfire was just another Rusty Sword...

    5. Re:Cheating was rampant by vux984 · · Score: 1

      Next you'll tell me that Soulfire was just another Rusty Sword...

      The merchants paid more for the rusty sword. ;)

    6. Re:Cheating was rampant by Comen · · Score: 1

      Repetitive game play does not necessarily make a bad game, many FPS type games are just he same game over and over with different maps, and most the time there are a few maps that everyone just plays all the time. Its the actual gameplay that makes the game new and different, you can play the same map 1000 times and the fight changes with new tactics and players. Its only in non shooter type game that this gets very old to me.
      Dont get me wrong the missons could have been much better, and given a chance I am sure this would have changed allot.

  3. Glad I waited by Straterra · · Score: 1

    I was seriously looking to buy this today too. Finally, my laziness has paid off!

  4. Again?! by Boona · · Score: 5, Funny

    Hellgate London (with Founders), Tabula Rasa and now APB ... The next time I purchase an MMO I'll let you guys know ahead of time so you know that it will fail.

    1. Re:Again?! by Dyinobal · · Score: 1, Funny

      Make sure you buy Cataclysm.

    2. Re:Again?! by Divide+By+Zero · · Score: 1

      HGL was your fault? Dammit, Boona. Keep your damn dirty hands off Star Wars: The Old Republic or so help me, I will lead a cadre of basement dwellers to your door with torches and pitchforks.

      *This hyperbole is not intended to convey actual threat. Kindly do not prosecute.

      --
      Dare to Hope. Prepare to be Disappointed.
    3. Re:Again?! by Mathness · · Score: 2, Funny

      Please stay away from Hello Kitty online, pleeeease.

      ( I actually miss Tabula Rasa. :( )

      --
      Carbon based humanoid in training.
    4. Re:Again?! by Anonymous Coward · · Score: 0

      I prefer the vanilla original: Homeworld.

    5. Re:Again?! by lgw · · Score: 1

      Any Star Wars themed MMO is so tainted by cultural memories of SWG that it's already cursed, even if Boona does stay away. (Sadly, I too have a HGL lifetime subscription).

      --
      Socialism: a lie told by totalitarians and believed by fools.
    6. Re:Again?! by Anonymous Coward · · Score: 0

      Please stay away from Hello Kitty online, pleeeease.

      Seconded! Please leave HKO alone! I have never had so much fun putting stars to sleep and collecting clovers. The best part about the Hello Kitty experience is that Hello Kitty cares about my well being. If ever I play too long Hello Kitty is sure to tell me with a nice informational balloon.

    7. Re:Again?! by sortius_nod · · Score: 1

      Do not mention SWG in the same breath as SWTOR again!!! Sony destroyed it... can't blame SWG for Sony's ineptitude.

    8. Re:Again?! by sortius_nod · · Score: 1

      >

      ( I actually miss Tabula Rasa. :( )

      Are you sick?

    9. Re:Again?! by crossmr · · Score: 1

      Hellgate is coming back.

    10. Re:Again?! by Anonymous Coward · · Score: 0

      He should buy 2 copies of hello kitty, just to be sure...

    11. Re:Again?! by Divide+By+Zero · · Score: 1

      Nonono, Bioware is a panacaea for problems related to RPGs. Drs. Muzyka and Zeschuk are the cure for what ails Star Wars MMOs.

      --
      Dare to Hope. Prepare to be Disappointed.
    12. Re:Again?! by lgw · · Score: 1

      You know, I've never made it through a Bioware game: got bored early on in most of them, and I've never seen any evidence that any Bioware game has any plot. Do they all start with the plot in the second half of the game or something? I played KOTOR for a couple of hours and likely won't play this MMO because of how boring that was (people tell me there's a great game in there, but it surely wasn't to be found on the first planet).

      --
      Socialism: a lie told by totalitarians and believed by fools.
    13. Re:Again?! by Dutch+Gun · · Score: 1

      Kotor had a fantastic story, and the most awesome droid ever. The story started getting interesting after the first planet, and the game really started picking up at that point too. Shame you missed it.

      --
      Irony: Agile development has too much intertia to be abandoned now.
    14. Re:Again?! by lgw · · Score: 1

      But why would anyone "play" through a bunch of boring crap to discover that there was a story on the other side? But then, I don't understand why anyone puts up with "grinding" in any game at all ... there's always another game, and life is enough grind for me.

      --
      Socialism: a lie told by totalitarians and believed by fools.
    15. Re:Again?! by Jackal912 · · Score: 1

      The sad thing is, Hellgate London and Tabula Rasa both had a lot of potential and were almost great games - I haven't played APB, but it sounds like the same.. only it failed to live up to that potential that much more. (Hellgate and Tabula both seemed to get decent reviews instead of the horrid ones of APB).

  5. I'm shocked by Locke2005 · · Score: 3, Insightful

    I am so surprised they didn't make any money, mostly because I have never heard of "APB"... was their entire marketing plan built around word of mouth advertising?

    --
    I've abandoned my search for truth; now I'm just looking for some useful delusions.
    1. Re:I'm shocked by Anonymous Coward · · Score: 1, Informative

      I am so surprised they didn't make any money, mostly because I have never heard of "APB"... was their entire marketing plan built around word of mouth advertising?

      Maybe you heard of it by its other name, All Points Bulletin. It was slated to be a cops and robbers mmo. Lots of controversy thanks to its "pay a monthly fee and recv. in-game advertisements, including audio advertisements and billboards"

    2. Re:I'm shocked by Chad+Birch · · Score: 5, Informative

      No, their entire marketing plan was to hide as much of the game as possible until release, and then ban everyone from reviewing it until a week after it came out.

      Seems like it was a ridiculously mismanaged project, there's a good series of articles on a former employee's blog here: Where Realtime Worlds Went Wrong

      --
      Sturgeon was an optimist.
    3. Re:I'm shocked by MightyMartian · · Score: 1

      Sounds like a plan for success, providing you can find an audience of mental retards who can still actually turn on a computer.

      --
      The world's burning. Moped Jesus spotted on I50. Details at 11.
    4. Re:I'm shocked by Haffner · · Score: 1

      Audio advertisements? That's unforgivable. It's not hard to look away, but we hear everything, and the day I get an ingame audio advertisement is the day I *some generic statement.*

      --
      "Going to war without the French is like going deer hunting without your accordion." ~General Norman Schwarzkopf
    5. Re:I'm shocked by Anonymous Coward · · Score: 0

      seriously, no never heard of it until today ( and I like mmo's)

    6. Re:I'm shocked by Mr.+Freeman · · Score: 1

      I don't know about marketing, but their business plan sucked balls. Wasn't this the game that required you to buy the initial game, then pay monthly fees, and then you had to listen to and see in-game advertisements on top of all of that? I'm not in the least surprised that this game failed.

      The "polarization" mentioned in the summary was most likely a polarization between people that didn't want to see advertisements after they'd already paid for a game and people that don't mind having advertisements thrown at them 24/7.

      --
      -1 disagree is not a modifier for a reason. -1 troll, flaimbait, redundant, overrated are NOT acceptable substitutes.
    7. Re:I'm shocked by Scrameustache · · Score: 1

      No, their entire marketing plan was to hide as much of the game as possible until release, and then ban everyone from reviewing it until a week after it came out.

      Oh, THAT game! Yeah, I'm not buying that game. That game could be about all the things I geek out about having sex with each other, and I wouldn't buy it if the publisher had so little faith in their product that they were trying to prevent people from talking about it.

      Being ashamed of your product is never a good sell.

      --

      You can't take the sky from me...

    8. Re:I'm shocked by Halifax+Samuels · · Score: 1

      I heard about it just before it came out from an ad on Steam and pretty much never again after that except in stories like this. Then again, I couldn't get away from ads about Tabula Rasa when it was in beta and for a while after it came out.

    9. Re:I'm shocked by ElectricTurtle · · Score: 1

      all the things I geek out about having sex with each other

      Curse your turn of phrase! I was baited into considering this scenario and things were going fine until I started thinking about the humanities... and the horror... PhDs who write treatises on economics, politics, and philosophy are NOT attractive. Ever.

      --
      I support the Slashcott and will not be reading or commenting from 2/10/14 to 2/17/14. Beta is steaming pile of dog shit
    10. Re:I'm shocked by Schadrach · · Score: 1

      City of Heroes does this, at least as far as visual ads go, though they go out of their way to make them not seem too out of place in the world, and it can be opted-out of, for what it matters.

    11. Re:I'm shocked by Anonymous Coward · · Score: 0

      Shut up and take my money!

    12. Re:I'm shocked by Frigga's+Ring · · Score: 1

      Actually, the monthly fee was reasonable and came out to less than $15 (the standard MMO subscription fee) for a month of gameplay depending on how many hours I put in. The audio advertisements were opt in if I recall (they were the downside of turning on HQ voice chat) and the in-game ads were billboards which added an air of realism to the game.

    13. Re:I'm shocked by ArcadeNut · · Score: 1

      Agreed. The only APB I knew of was this one:

      http://www.arcade-museum.com/game_detail.php?game_id=6795

      --
      Visit the Arcade Restoration Workshop @ http://www.arcaderestoration.com
    14. Re:I'm shocked by Anonymous Coward · · Score: 0

      Word of mouth? No, thats old shool, get with the times.
      They used in game advertising, within their own game.

    15. Re:I'm shocked by dangitman · · Score: 1

      Sounds like a plan for success, providing you can find an audience of mental retards who can still actually turn on a computer.

      Slashdot accepts advertising, why didn't they just try that?

      --
      ... and then they built the supercollider.
    16. Re:I'm shocked by qoa · · Score: 1

      I am so surprised they didn't make any money, mostly because I have never heard of "APB"... was their entire marketing plan built around word of mouth advertising?

      I believe the advertising campaign consisted of spam on online gaming message boards with fake posts talking about how interesting the game would be. There were a lot of posts in a lot of forums about this pos.

      --
      Every normal man must be tempted at times to spit upon his hands, hoist the black flag, and begin slitting throats.
    17. Re:I'm shocked by Rogerborg · · Score: 1
      Fascinating article, thanks.

      There were 300 of us, some of us there for years, and we spent over $100m. The problems had to run deeper than that.

      I'm pretty sure that having you don't have to look deeper than having 300 people working on one game as being the root cause. Games depends on quality, not quantity. An infinite number of code monkeys just produce an infinite amount of poop.

      --
      If you were blocking sigs, you wouldn't have to read this.
    18. Re:I'm shocked by Anonymous Coward · · Score: 0

      works for Apple. "Ooohh shiny must have"

    19. Re:I'm shocked by Anonymous Coward · · Score: 0

      don't you remember the popup era? ads do not make money anymore.

    20. Re:I'm shocked by dangitman · · Score: 1

      don't you remember the popup era? ads do not make money anymore.

      If ads don't make money, then why does slashdot run them? For charity?

      --
      ... and then they built the supercollider.
  6. Woah, economics by Fnkmaster · · Score: 2, Interesting

    130,000 players, spending $28/month, that's about $48M/year gross revenues. If nobody could figure out how to buy that asset out of bankruptcy, spend a couple mil a year on servers and bandwidth, pay a few people to administer it and create ongoing content and turn a profit, that's baffling to me. There must be more to the story than that, like they simply were unhappy with the bids they were getting because they were valuing it based on crazy metrics, or the amount they spent to develop it in the first place. Weird.

    1. Re:Woah, economics by farnsworth · · Score: 1

      I know little of this market and less about this game, but will those 130k players stick around in perpetuity? It's not as if a game subscription is like having electricity. Is it possible that there are informed forecasts that predict that there will be vastly fewer subscribers in short amount of time?

      --

      There aint no pancake so thin it doesn't have two sides.

    2. Re:Woah, economics by Fnkmaster · · Score: 1

      Well, obviously they have no obligation to stick around, but usually once that many people get sucked into a game, it takes a while for them to get sick of it and leave. But yes, I am completely aware that this isn't a magical perpetuity.

    3. Re:Woah, economics by alen · · Score: 1, Funny

      salaries, rent, servers, electricity, etc

      50 guys with an average cost of $100,000 per year is $50,000,000 per year. not everyone makes $100,000 per year in salary but when you figure in health benefits, taxes and other employee costs it's about right.

    4. Re:Woah, economics by alen · · Score: 1

      other than my bad math there is also cash flow. in finance classes i learned that it's easy for a fast growing company to run out of cash. revenue and profit is not always cash since you may get the cash months after the revenue is recognized. but in the mean time you have bills to pay that have to be paid in cash right now.

      if they spent too much on developement and didn't have enough cash to cover their debt, salary and other costs while waiting for the cash to be paid that would do it

    5. Re:Woah, economics by Anonymous Coward · · Score: 0

      50 guys with an average cost of $100,000 per year is $5,000,000 per year.

    6. Re:Woah, economics by Anonymous Coward · · Score: 0, Informative

      -1 (Bad Math)

    7. Re:Woah, economics by dunezone · · Score: 1

      They might have had 130,000 on release or the first month but that doesn't mean they retained them. The game was complete garbage, even if someone were to buy it out they would have to invest a good amount into it just to put some actual game play into it. How do you revive a game that is pretty much seen as a joke from the gaming community?

      On a side note, had they focused more on the game play and not their stupid character editor they might have survived. The character editor was probably the most polished part of the game and it was most designed so you would spend extra cash on giving your character a hat.

    8. Re:Woah, economics by Anonymous Coward · · Score: 0

      I costs 6 bucks for 20 hours or 10 bucks for unlimited time for 1 month. If every subscriber paid for unlimited access that's about 15 million of income per year. It would take them 6 2/3 years to pay off the development costs given the current subcriber level, and that doesn't include ongoing costs.

    9. Re:Woah, economics by Kadagan+AU · · Score: 1

      I would bet good money that they will have vastly fewer subscribers in a very short amount of time.

      --
      This space for rent, inquire within.
    10. Re:Woah, economics by Anonymous Coward · · Score: 0

      I'm not sure where they got those figures, but they were dead wrong. At any given time the past two weeks, there were maybe 300 people on my server. And there were only 2 NA servers. So.. 600 people in the entire country playing.

        Also, they had an in game way, to sell in game cash for RTW points which you used to pay for the game. So after buying the game I never put another cent into their pockets as I could sell a nights's worth of cash farming for a month's worth of play time.

      I loved the game, and am sad to see it go, but I've been calling that It was going to die for the past month or so.

    11. Re:Woah, economics by whodunnit · · Score: 2, Informative

      *my ac post got downranked for some reason.. so logged in*..

      I'm not sure where they got those figures, but they were dead wrong. At any given time the past two weeks, there were maybe 300 people on my server. And there were only 2 NA servers. So.. 600 people in the entire country playing.

          Also, they had an in game way, to sell in game cash for RTW points which you used to pay for the game. So after buying the game I never put another cent into their pockets as I could sell a nights's worth of cash farming for a month's worth of play time.

      I loved the game, and am sad to see it go, but I've been calling that It was going to die for the past month or so.

    12. Re:Woah, economics by PIBM · · Score: 1

      The RTW points selling means that somebody else put the money in, BTW. So you were actually generating them money.

    13. Re:Woah, economics by WidgetGuy · · Score: 1

      If they'd had significant outstanding receivables, they probably would have factored them (i.e., borrowed cash against them). It's not the first solution a company wants to consider when in a cash flow jam, but it's usually better than going under.

      --
      One "Aw, Shit!" is worth 100 "Ata boys!"
    14. Re:Woah, economics by Haffner · · Score: 4, Insightful

      Probably the executive level guys did the math, and found out that between maintenance staff and servers, there wasn't a whole lot of extra cash that could go towards paying their 200k+ salaries, and decided it would be better to give themselves a nice bonus than to continue with the game.

      --
      "Going to war without the French is like going deer hunting without your accordion." ~General Norman Schwarzkopf
    15. Re:Woah, economics by Frigga's+Ring · · Score: 2, Informative

      Most people were NOT paying $28 a month. If I recall, it was like $7 for 20 hours of gameplay in the "action zones". The areas where you socialize, design cars/clothes/characters, find guilds were in social zones where your subscription time wasn't used.

    16. Re:Woah, economics by murdocj · · Score: 1

      I think you lost a digit, it's probably 2,000K salaries

    17. Re:Woah, economics by Jedi+Alec · · Score: 1

      50 guys with an average cost of $100,000 per year is $50,000,000 per year.

      Do you happen to work in accounting somewhere? And if so...any chance you're hiring? ;-)

      --

      People replying to my sig annoy me. That's why I change it all the time.
    18. Re:Woah, economics by fishbowl · · Score: 1

      >They might have had 130,000 on release or the first month but that doesn't mean they retained them.

      In this market, "retention" isn't even the goal. They have to drive *growth* or else no matter how reliably they retain their subscribers, to the investors it's just a place to park their money... and entertainment companies are *terrible* places to park. If they couldn't show that they were getting increasing numbers of subscribers at an increasing rate quarter over quarter, they failed.

      --
      -fb Everything not expressly forbidden is now mandatory.
  7. I don't get the math by grub · · Score: 1


    130,000 registered users spending an average of $28/month is $3,640,000/month.

    This doesn't work for them? Granted there are development costs and what not but that's a nice chunk of change.

    --
    Trolling is a art,
    1. Re:I don't get the math by Anonymous Coward · · Score: 0

      Hookers and blow are expensive.

      to quote Rick James, "Cocaine is a hell of a drug"

    2. Re:I don't get the math by LordKaT · · Score: 2, Informative

      A nice chunk of change for an individual ... but there are multiple costs that have to be addressed (servers, development, PR, marketing, etc...), salaries to be paid (code monkeys still get a paycheck, CEO's demand high wages), and probably investors that are demanding a return.

      To be honest, $3.64M per month just doesn't seem like enough.

      (Oh, and taxes, let's not forget those)

    3. Re:I don't get the math by Sir_Sri · · Score: 2, Insightful

      registered users don't necessarily mean 'paying users'. A common industry trick I'm afraid. We're registered users on /., but we don't pay them after all.

      The other thing is even if they were all paying users. Say you're 25 or 30 million bucks in debt for having made the game, set up servers, marketting etc. (maybe more maybe less but it's a good number for an MMO), at say 130k copies they made maybe 3 million back, because retailers etc. take a lot of your costs. Even if they made 6 million they're still very deep in the hole. Now, as you say, if they're all paying a monthly fee they should be able to eventually recover. That however, is not usually how it works. Of those lets presume 130k people who bought the game, what percent are sticking around? If they're leaving in droves and you've only got 20 or 30k actual paying customers you have a very serious problem, and no one is going to think you're able to pay your bills at that rate.

    4. Re:I don't get the math by Anonymous Coward · · Score: 0

      I imagine that most mmo's peak near launch and then decline for the rest of their lifespan, rather dramatically.

      If you only gto 130 000 players in the first 3 months, they probably believe they'll lose most of those before the end of the year.

    5. Re:I don't get the math by Anonymous Coward · · Score: 0

      You only pay taxes on profits (after paying employees and other expenses), any sharp accountant will keep those to the minimum.

    6. Re:I don't get the math by Anonymous Coward · · Score: 0

      I imagine that most mmo's peak near launch and then decline for the rest of their lifespan, rather dramatically.

      15 million (and counting) active WoW subscriptions want a word with you...

    7. Re:I don't get the math by Anonymous Coward · · Score: 0

      he did say most mmo's not all.

      besides blizzard has provided an excellent service in siphoning the dregs and retards from other games.

    8. Re:I don't get the math by Anonymous Coward · · Score: 0

      what if we are all already playing a game, one powered by our own individual minds? doesnt that mean that we can't ever possibly make more money by playing more and longer.. that includes movies bluray etc. disclaimer: i have been in 7 hospitals...

  8. Sad by zombieChan51 · · Score: 1

    This is kind of sad, I was even planning on buying that game. Though with how many players they had playing its suprising that they are shutting down so soon.

  9. MMOs by hibiki_r · · Score: 2, Insightful

    And this is why making an MMO is just as risky as making an online shooter: The value of your game to other players is proportional to how many people play it. If you don't build a large player base quickly, the game will have no staying power, and will be abandoned quickly: It's boom or bust. Realtime just didn't make that great a game, so they went bust.

    A pity: They went ahead and built a game nobody played, while the Crackdown franchise was handed to a team that built a sequel that was worse than the original in almost every way. I'd have much rather have a quality Crackdown 2 than the two games we ended up with.

    1. Re:MMOs by Galestar · · Score: 1

      I would rather this than the other way around, where companies can still turn a profit even when making garbage games. Just sayin...

      --
      AccountKiller
    2. Re:MMOs by Avatar8 · · Score: 1
      You touch on a point of player personalities.

      Whether or not the game has staying power, so many players out there now want the instant gratification. They'll burn through a game's content in a few days and expect the developers to create more overnight. I've watched this trend from Ultima Online in 1997 through present day with World of Warcraft. You have the "gimme now, I'm bored, I'm done" crowd and you have others that explore, achieve, socialize and flesh out the depth of the game. The double-edge sword is that the former will be the first ones to try and abandon a new game, and the latter wait until a game has been around for a while to join or they are reluctant to leave their established virtual world.

      A free introduction, dynamic systems allowing change, dynamic or large amounts of content, inexpensive development and near 100% uptime are requirements for any MMO coming out today. I had never heard anything about this game until today.

    3. Re:MMOs by tibman · · Score: 1

      I agree with you but EVE-Online is still a tiny MMO and going for 6 years (i think?). The game is brutal but people who enjoy it really do become fanatical about it. The key to their success, imo, is they work within their budget and continually upgrade the game (for free). Soon we will see the first spin-off with Dust 514 that will create a console FPS being fed in-game money, weapons, and targets from the original mmo. They will be linked in a meaningful way. Though i'm mostly waiting for ambulation.. CCP! i need to see my legs! am i wearing pants atleast?

      Dust 514 trailer: http://www.youtube.com/watch?v=yYkuZLxAWBo
      The trailer is dated, i doubt the game will look very similar.

      --
      http://soylentnews.org/~tibman
    4. Re:MMOs by Haffner · · Score: 1

      I think WoW got it right with their 2 weeks or level 20 cap, for free. By level 20, you get to experience a couple of primary factors in the game, like pvp, different zones, dungeons, etc. and it was plenty of time to decide whether or not you'd enjoy leveling to max. Of course, it gave no insight into arena or raiding, but no one decides to start playing WoW and spend 100+ hours getting to max level just to do max level stuff. While that may be the main draw, I highly doubt there is anyone who would enjoy that and would hate their first level to max.

      I think the goal isn't to have free and paying players coexisting, the goal is to make the free players want to spend their money. I forgot what you were talking about at this point but wrote enough that I think I should post anyway. Sorry, everyone.

      --
      "Going to war without the French is like going deer hunting without your accordion." ~General Norman Schwarzkopf
    5. Re:MMOs by Anonymous Coward · · Score: 0

      Its actually riskier, because the nature of an MMO (You want to play it socially with your friends, you have to pay a monthly subscription to cover server fees, etc.) forces people to find ONE good MMO to play with their friends, and then stick to it. You get a max level character on WoW, you wanna keep raiding, you don't want to start over level 1 on some new game on some new server.

      That MMO, whether you like it or not, is World of Warcraft. Its got all the players. Now, every businessman in the world sees how much money they take in every single month from subscriptions, and they go "lets make an MMORPG too!" but they completely fail to notice the fact that WOW ALREADY IS, and so to compete with it, they have to somehow deliver a BETTER product than WoW, which blizzard put tons of money into and has been slowly improving over years, and they have to do it on a budget and fast. Its pretty much impossible. Top MMOs are an overcrowded market right now. The demand is not meeting the sudden supply, so the value goes down, and games like APB fail.

    6. Re:MMOs by Jedi+Alec · · Score: 1

      EVE online went live in 2003, so running close to 7 years now.

      I think there's more factors in play though. They're very supportive of fan projects (free advertising) and don't care about people using their IP so long as it's not commercial. Add the way skill training works(it takes X amount of time train a skill, doesn't matter if you're playing or not) and players are far more likely to stay for longer periods of time and keep their accounts active while not actually playing.

      --

      People replying to my sig annoy me. That's why I change it all the time.
    7. Re:MMOs by WuphonsReach · · Score: 1

      I agree with you but EVE-Online is still a tiny MMO and going for 6 years (i think?).

      Tiny by what measure? Peak play time on Sunday usually has 40-45k accounts logged in. Sometimes as high as 55k.

      Paid account is somewhere around 340k, which is quite decent. The 2nd qtr 2010 QEN (sorry, it's a PDF link) gives that hard number towards the bottom of page 8.

      300k+ is pretty big in the MMO market. Tiny by WoW/Blizzard standards, but then what isn't?

      --
      Wolde you bothe eate your cake, and have your cake?
    8. Re:MMOs by tibman · · Score: 1

      That might be it too.. everyone wants success like WoW and anything less is failure. But i'd take EVE over WoW : )

      --
      http://soylentnews.org/~tibman
  10. Private Servers by Halifax+Samuels · · Score: 1

    So will there ever be private servers? Maybe they could sell the rights to the game to another company that would keep it going. I was never really planning on playing this game but it is a bit disheartening to hear about how it'll be discontinued for all the people who are playing it.

    1. Re:Private Servers by whodunnit · · Score: 1

      There is already one that I know of. http://www.actiondistrict.com/

    2. Re:Private Servers by Halifax+Samuels · · Score: 1

      Too bad it's not up and running now. If the game turned out good I'd like to go buy a copy so they at least get a tiny bit more money from it. Once the private server finally goes online "in a month or two" (according to the forums) I'm not sure IF I'll be able to get a retail copy of APB or if my money will still be going to the team that developed it.

  11. APB == All Points Bulletin? by commodore64_love · · Score: 3, Insightful

    (sidles over to the article)

    TFA doesn't say WTF APB means either. Apollonius Christ. ROTF man I hate abbreviations (IMHO). LOL ;-)

    --
    "I disapprove of what you say, but I will defend to the death your right to say it." - historian Evelyn Beatrice Hall
    1. Re:APB == All Points Bulletin? by jobias · · Score: 2, Informative

      Yes, it means All Points Bulletin. It's a cops versus robbers MMO, hence the name.

    2. Re:APB == All Points Bulletin? by Loonacy · · Score: 1

      The actual name of the game is "APB".

    3. Re:APB == All Points Bulletin? by daveime · · Score: 0

      Oh STFU. j/k.

    4. Re:APB == All Points Bulletin? by eulernet · · Score: 1

      Wasn't that "Anti Pirate Bureau" ?

      Just kidding...

    5. Re:APB == All Points Bulletin? by Avatar8 · · Score: 1

      TFA nor the website tell what the purpose of the game is either. After reading the "city history" I gathered you can choose to be a cop or a criminal.

    6. Re:APB == All Points Bulletin? by Bigjeff5 · · Score: 1

      Aka "The police put out an APB on soandso".

      It means all points bulletin, but the name of the game is APB, not all points bulletin.

      It's cops and robbers man.

      --
      Security is mostly a superstition... Avoiding danger is no safer in the long run than outright exposure. - Helen Keller
    7. Re:APB == All Points Bulletin? by commodore64_love · · Score: 1

      That actually sounds like a good idea.

      Well today I sent out 10,000 cease-or-desist letters, received about 1000 $5000 checks from previous recipients, and used that money to hire a lawyer so we could sue Jamie Thomas. Man this is a fun game!

      --
      "I disapprove of what you say, but I will defend to the death your right to say it." - historian Evelyn Beatrice Hall
  12. Realtime Worlds Points... by ceriphim · · Score: 3, Insightful

    From the website:

    Realtime Worlds Points are a virtual currency that you can buy, right here, for cash. You can spend these RTW Points on lots of cool stuff, including gametime. It costs 280 Points for a 20 hour chunk (which never expires), and just 400 Points gets you unlimited access for 30 days.

    Guess that "never expires" part isn't entirely accurate now. Or, if it is, not useful.

    Just for giggles I clicked on "Purchase 400 Points" and got a server error...

    Adios APB!

    1. Re:Realtime Worlds Points... by 0123456 · · Score: 1

      Guess that "never expires" part isn't entirely accurate now. Or, if it is, not useful.

      The points didn't expire, the game did :).

    2. Re:Realtime Worlds Points... by Haffner · · Score: 1

      I wonder if there's some legal fun to be had with the points that "never expire."

      --
      "Going to war without the French is like going deer hunting without your accordion." ~General Norman Schwarzkopf
    3. Re:Realtime Worlds Points... by cyberfunkr · · Score: 1

      I Green Stamps and Disneyland E-Tickets.. They haven't expired either.

      I'm just having a hard time redeeming them.

    4. Re:Realtime Worlds Points... by GregoryD · · Score: 1

      I have over 11,000 RTW points. Which was over two years of game time :(

  13. They're doing it wrong by Locke2005 · · Score: 1

    $100 million in development costs?!? A business plan that requires more than 130,000 registered users to succeed? They must be doing something wrong. Develop a simple, basic framework and go online with it as soon as possible, add more content later and keep adding on. Let users create their own content. Offer free trials to get people hooked. Granted, your development and support costs are probably going to run you $1 million a year regardless, but it looks to me like their business plan must have been wildly optimistic. Of course, one of the reasons I don't write my own MMO is I can't figure out how anyone can offer a good game at a decent price and still manage to be self-sustaining over several years. But really, if step 1 of your plan is "Spend $50 to $100 million on development", I can't imagine why anybody would sign off on that business plan.

    --
    I've abandoned my search for truth; now I'm just looking for some useful delusions.
    1. Re:They're doing it wrong by Sir_Sri · · Score: 1

      That's about 1000x harder than you present it. First off if people get bored early, they leave, and you go bankrupt. If the tools don't work to create content, you get bad press, and people don't play your game, and you go bankrupt. Free trials only work if there looks like a worthwhile world to explore, or you get thousands of people adding to your sever load, who don't pay you anything, and you go bankrupt. Simple frameworks are boring unless you are really good at building tools, and that's pretty hard.

      Seriously, the spend 100 million dollar business plan is actually a good one, as long as you hire decent designers and managers. You have to build a living breathing world, and, somewhat less obviously, a very stable set of servers for it to live on. You can't under capacity yourself at launch, because all your users will give up and go to something else. When players get there they have to not run out of things to do in at least a month. If even one player runs out of stuff to do, they'll post about it on your forums and demoralize all the other players. Even if everyone else would take 5x as long to see everything, they still feel like there isn't much there. And building community tools for content creation is no small feat, especially when you want to launch them with the game.

      Really the only product that has mostly followed your model is Eve. Which, credit where credit is due, has done very well for itself, but they also started well before all of these other MMO's that did spend 100 million dollars, and designed their whole system around favouring both early adopters and long time players, and it appeals to a very specific (i.e. small) niche, but they've captured basically everyone who wants that sort of hardcore pvp space game.

      Oh and as I said somewhere above. Registered users does not equate to paying users, which is a common industry trick.

    2. Re:They're doing it wrong by Wiarumas · · Score: 1

      Good luck trying to retain players with a simple, basic, unfinished game. It would have to be one pretty novel idea to compete with the finished, polished, down-to-a-science industry's giants.

      --
      I will bend like a reed in the wind.
    3. Re:They're doing it wrong by yurtinus · · Score: 1

      Clearly, so when are you releasing your next MMO?

      --
      +1 Disagree
    4. Re:They're doing it wrong by luther349 · · Score: 1

      eve is a largely player ran game. eve had the market for a wile but with star trek online out now they do have another player in there market. i hear early star trek is horrid if you do it more then once but otherwise the game is pretty dammed good and only getting better the devs didn't let a bad launch slow them down. apb was really looking to hit a huge market look how many cops of gta sell. but they just managed to spend tons of money making a sub par game. they had lots of good ideas but simply failed at them. and if they really spent that kind of cash on this game why use such a bad company known for failing heck they coulda got rockstar to do it for that kind of money and they know gta.

    5. Re:They're doing it wrong by WuphonsReach · · Score: 1

      Develop a simple, basic framework and go online with it as soon as possible, add more content later and keep adding on. Let users create their own content.

      User content is generally going to be crap. Unless you have a staff that can wade through it and pull out the 10% that isn't unbalanced, god-mode, stupid, non-canon, or simply crap.

      There needs to be enough content there so that people have things to do, and preferably a decent selection of things to do. You need to appeal to a broad range (the PvP'ers, the no-so-hardcore PvP'ers, the hardcore raiders, the raiders who have a life, people who like to explore, people who like to make things for other people and to feel useful, those who want to play the politics game, etc.). Or else you need to seriously focus on a particular demographic.

      But the biggest killer? Lack of polish and bugs. There are too many MMO choices out there that players will not stand around and put up with glitches, cheats, or stupid bugs that get in the way of enjoyment. Unless you offer an *extremely* unique experience (EVE Online, AoC), you damn well better get it running right out of the gate because a bad launch will kill you. (AoC seems to be stumbling forward in kind of a death walk... unique game, bad launch, and a shrinking population.)

      Lot's of people decry WoW, but Blizzard manages to get things about 95% right out of the gate. Stupid annoying game mechanics have been replaced and there aren't a lot of rough edges. The first 20-30 levels are basically error-free and hassle-free. For the most part they get the concept that it's not always better to do something in a unique and backasswords fashion just because you can.

      --
      Wolde you bothe eate your cake, and have your cake?
    6. Re:They're doing it wrong by jaggeh · · Score: 1

      minecraft...

      --
      I would give everything i own for a little bit more.
  14. Woah, math by Locke2005 · · Score: 4, Insightful

    I think you mean $5,000,000 per year, which is much less than the $48 million a year some have suggested they were pulling in.

    --
    I've abandoned my search for truth; now I'm just looking for some useful delusions.
  15. Bad news... by Nrrqshrr · · Score: 1, Interesting

    Sure the development was cataclysmic and the business model fucked up, but this is bad news for us, players. The next CEO to dive in the MMO sea will be even less enclined to take some risks and come up with something original.

  16. GOOD by Anonymous Coward · · Score: 0

    Maybe this will motivate game designers to make less MMO's and instead concentrate on making games which are actually fun to play.

    1. Re:GOOD by whoop · · Score: 1

      Why? Because you aren't in the market for an MMO? If anything, this shows you can't be just a "me too" wanting to cash-in on the current fads. Games came and went during the Doom-clone era, MMOs will come and go if they don't do anything fun for the players.

  17. MMOs succeed by being better than real life by MoriT · · Score: 0, Troll

    And APB ... wasn't. Tried it out at PAX and the play wasn't terrible; It was just never clear why you were playing. If you wanted to play a FPS, you'd probably just have bought a FPS and used the XBox Live sub you already had.

    I wonder how many times consumers will have to get burned before they stop buying MMOs.

    1. Re:MMOs succeed by being better than real life by Nrrqshrr · · Score: 0

      The GTA feel was the charming point in APB. I sure would have bought it because it kinda looked somewhere between GTA and mercenaries, with a touch of MMO-ness (with all the good and bad it brings). I would have taken a look into it if the friends who tried it didn't shun it like no tomorrow. APB had a lot of possibilities, the business model might have killed it, but most people I know blame it on the "Incomplete" feel the game had. I wonder what they spent their budget on, honestly...

  18. The Original APB by Hoi+Polloi · · Score: 1

    No worries, you'll still have the orginal APB.

    --
    It is by the juice of the coffee bean that thoughts acquire speed, the teeth acquire stains. The stains become a warning
    1. Re:The Original APB by Shrike82 · · Score: 1

      This was a hell of a game, and I was kind of disappointed when I discovered the MMO was almost totally unrelated.

      --
      You can advertise in this sig from as little as £99.99 a month!
  19. I think I've heard this before by elrous0 · · Score: 1

    I have never seen something elicit such a polarization of people. It was dismissed as overhyped and broken or else taken to heart to be loved and cherished, buoyed on by a fanaticism I was proud to have played a part in bringing to the world.

    That's exactly what Hermann Göring said during the Nuremberg trials.

    --
    SJW: Someone who has run out of real oppression, and has to fake it.
  20. Maybe if the client wasn't so damn dear... by Flamekebab · · Score: 1

    I was amazed that they were asking £30 or more for a client and then expecting players to buy play time too. I could understand paying for time, but for the client too? I'm not going to blow £30 on a game that got such mediocre reviews. If there had been a free trial I would have given it a shot and then perhaps bought some hours. Expecting me to pay a relatively large sum up front for something that's use will expire without further expenditure seems a little, uh, hopeful.

    1. Re:Maybe if the client wasn't so damn dear... by Shadow99_1 · · Score: 1

      I betaed APB, That was enough to prove to me their were issues no one seemed to address...

      Like cheating. Cheating was huge, people that couldn't be taken down and could shoot through other objects were fairly common. When I was in the zone I could give people way out of my league a run for their money, but unkillable people wielding miniguns with sniper accuracy is silly. I'm not quite sure how the cheaters could even enjoy themselves...

      On the other hand, some of the work behind the game made fun highly customizable characters that it was fun to work with... Though in beta it was never working opened all the way (lots of options had to be unlocked and they didn't make getting levels easy).

      --
      we are all invisible unless we choose otherwise
    2. Re:Maybe if the client wasn't so damn dear... by Bieeanda · · Score: 1

      Which rock have you been under for the last fifteen years? Buying the client, then paying for a subscription to the service has been standard operating procedure since the dawn of MMOs.

    3. Re:Maybe if the client wasn't so damn dear... by Flamekebab · · Score: 1

      I don't play MMOs, so far there have been none that appeal to me. Given how many MMOs fail these days perhaps doing something other than standard operating procedure would have given them a degree of competitive advantage.

  21. WTF? by gstoddart · · Score: 1

    Wow, if you try to go to the announcement, you get directed to an apparently broken age verification page. At least, I can't figure out how to get past it to read their own announcement.

    No wonder they're going out of business. :-P

    --
    Lost at C:>. Found at C.
  22. Don't forget the software issues! by Sqweegee · · Score: 1

    On top of the rampant cheating there were severe problems just downloading the game, I had to resort to sneaker net to get half the game files from a friend because they always came in corrupted.

    Massive stability issues too, I was playing with a few friends and we usually lost at least one person to disconnects per mission.

    Finally there were massive balance issues. If you hadn't used the afk training exploit before they patched it a few days into operation you couldn't afford any of the player sold items (most 'uber' items were random rewards). It was nearly impossible to get rewards yourself because of all the cheating, and it seemed like half the opponents out there had maxed out weapons and HP buffs. If I was lucky I could find a PUG who were cheating an leach off of them... it was the only way not to get constantly curb stomped.

    Only used half of my original purchase time.

    1. Re:Don't forget the software issues! by lgw · · Score: 1

      Sounds like they out-flagshipped Flagship! Hellgate London had a wonderful bug at launch where you (sometimes) could see your party members. You could see their weapon fire and spell effects, but not the character itself, which made for some humorous gameplay.

      --
      Socialism: a lie told by totalitarians and believed by fools.
    2. Re:Don't forget the software issues! by Comen · · Score: 1

      Downloaded the game several times, never had a issue with curruption.
      Did have some crashs, but mostly was pretty solid, sure to get better.
      I always played with people in my clan, maybe you should have joined one? it was a team game, and relying on pick up groups in any MMO always puts you at a huge disadvantage.
      The idea that "It was nearly impossible to get rewards yourself because of all the cheating" is not right at all, just playing the game allot you got haded things constantly from your mission contacts, even a 2 slot gun of any of serveral types were always a good gun, oca,ntec,jg,hvr and others were all good weapons. Even once I got a 3 slot weapon with all level 3 upgrades I got killed many times but good players that had a 2 slot weapont hat was many times cheaper. If you just played win or lose, it did not matter you eventully leveled up and got handed nice enough weapons to compete with about anyone, and if you jsut had a good team the cheating was more anoying that a real issue, only sometimes did I run it to a whole group of cheaters and then we just moved to a new district. Also I was called a cheater many times and never cheated, so I think in games like this to many people figure "I am bad as hell, no way I could have lost, they are cheating!", I know a couple times It might have looked like I cheated cause I threw a grenade jsut guessing someone was somewhere and killed them, and they asumed I cheated etc, saying NO WAY YOU KNEW I WAS THERE! well its called luck dumbass, you play enough it happens!

  23. Well this is stupid by rennerik · · Score: 1

    I bought the game before it came out because what I read about it intrigued me. I saw gameplay footage and stuff and it looked awesome. So I bought it in preorder for $10 less and for some additional gametime. I was so happy that there was finally an MMO out there that didn't expire your gametime. I'm not a prolific player so I hated the idea of being charged $14/mo, every month, even if I didn't log in once. Since my school was starting, I decided I'd play a bit and leave the rest of the time till later. I'd played a few hours, had fun, shelved it, and was going to jump into it once again after I got my bearings in school and had a solid schedule.

    That would have been in a few weeks. Well shit, now that it's shutting down, I lose $50, not having played it any more than a couple of hours, and the whole "gametime never expires" thing ended up being a farce. My gametime did expire. It was (ironically) almost five months since I've bought the game, so that's like paying $10/mo and not playing it. So in essence I won nothing, and a gaming company ran away with millions. Wonderful.

    I wonder if it's actually this business model that killed it... this idea of, you don't have to pay a monthly fee, but instead you pay for gametime (or unlimited time for a monthly fee, which wouldn't be something that you'd do unless you're really into the game). Maybe it didn't make enough money? Maybe the investors realized it's better to lock people into paying a monthly fee than to paying for gametime which never expires? Maybe they never were able to address the rampant cheating that was going on (so I heard, but never experienced).

    Whatever the reason, I'm very, very disappointed, and feel slightly cheated. I never did get to experience the game I paid for. I could have gotten more use out of the $50 had I burned it for heat.

    1. Re:Well this is stupid by zombieChan51 · · Score: 1

      What sucks is that other company will notice that this game failed, and it could of been the business plan. It would be terrible if they decide that this business plan was a poor choice and other companies might never try it again. It was a great plan for people who don't have the time to play a game all the time.

    2. Re:Well this is stupid by luther349 · · Score: 1

      the entire game wasn't what they hyped it to be. and it got rejected by its own players. going pay to play was a bad idea anyways in this economy. billions pay for wow and are not willing to shell out any more for another game. and its been proven free games make even more money then pay ones look at pwi for gods sakes. being the people willing to shell out thousands support the free community.

    3. Re:Well this is stupid by luther349 · · Score: 2, Insightful

      pay mmos in genrel are struggling. maybe have gone free or shutdown. wow is the only mmo that has really ran in the long term. and well nobody knows why that game exploded like that not even blizzard people just do not blow money on something like a mmo these days. even star trek online is thinking of switching to a free model and they haven't been around long either.

    4. Re:Well this is stupid by Zironic · · Score: 2, Interesting

      It exploded for the same reason that the iPhone did, it was the best polished MMO created by a developer with a large fanbase released just as everyone was getting broadband. What both Blizzard and Apple did right was appeal to the casual segments where everyone else was trying to attract the hardcore and lodged in their leading positions they get momentum by pure marketshare.

    5. Re:Well this is stupid by Anonymous Coward · · Score: 1

      pay mmos in genrel are struggling. maybe have gone free or shutdown. wow is the only mmo that has really ran in the long term

      Not true in the slightest. EVE, City of Heroes, Final Fantasy 11, Everquest 1 & 2...those are just the ones I can think of offhand. They all launched before WOW did and are doing just fine, nowhere near shutting down or going free.

    6. Re:Well this is stupid by 0123456 · · Score: 1

      Not true in the slightest. EVE, City of Heroes, Final Fantasy 11, Everquest 1 & 2...those are just the ones I can think of offhand. They all launched before WOW did and are doing just fine, nowhere near shutting down or going free.

      Aside from the fact that Everquest 1 has been struggling with a declining player base for years, I take it you missed Everquest 2 going free to play?

    7. Re:Well this is stupid by Anonymous Coward · · Score: 0

      I guess I did. Nevertheless, EQ1 released an expansion less than a year ago, so even if its player base is declining, it's clearly still enough to warrant continued development.

    8. Re:Well this is stupid by dangitman · · Score: 1

      It exploded for the same reason that the iPhone did, it was the best polished MMO created by a developer with a large fanbase

      The iPhone is an MMO? Who knew? Hmmm... you may have a point if you consider the monthly fees to "play."

      --
      ... and then they built the supercollider.
  24. Interest. by Fantastic+Lad · · Score: 1

    Let's say that 100 million was borrowed at 10%.

    You need to come up with more than ten million per year just to stay on top of the interest payments. (Keeping in mind that interest is added to the total debt and racks up its own interest.)

    Also keep in mind that the 3.64 million per month is gross. Not net.

    Sounds like a sinking ship to me. To turn it around would cost millions more in advertising, and frankly, that's not a for-sure thing.

    But hey, it's probably a big, happy tax write-off for somebody and all the programmers and creative people got paid, so it's just a bunch of bankers or venture capitalists who got burned. Anybody with that kind of cash isn't going to be homeless tomorrow, so no need for tears.

    -FL

    1. Re:Interest. by Anonymous Coward · · Score: 0

      What kind of crazy world do you live in where a company would borrow 100 million dollars at 10% interest? 10% Try Prime. Which is about 3% at the moment.

      but hey if you want to make a point why not exaggerate your numbers by 300%

    2. Re:Interest. by Fantastic+Lad · · Score: 1

      Shit. You're right. I need to get my credit cards re-evaluated.

      -FL

  25. Incorrect sig by Lifyre · · Score: 1

    Point of note: Your quote is from Jed Babbin while he was on the show Hardball, not General Schwarzkopf

    --
    I'll meet you at the intersection of "Should be" and "Reality"
    1. Re:Incorrect sig by Anonymous Coward · · Score: 0

      Someone points that out after nearly every post he makes, but he hasn't changed it yet == suspected troll.

    2. Re:Incorrect sig by Lifyre · · Score: 1

      Ahh first time I noticed. I'm obviously highly worked up about it :-p

      --
      I'll meet you at the intersection of "Should be" and "Reality"
  26. Aggrandize much? by interval1066 · · Score: 2, Funny

    The developer's quote sounds like they were on a humanitarian mission to cure cancer or bring world peace. It was a game that failed. Games are expensive to produce. Movin' on...

    --
    Python: 'And then suddenly you have a language which says "we're all stuck with whatever the whiniest coder wants".'
  27. Full acountability by psyph3r · · Score: 4, Insightful

    At least they can't blame this one on piracy.

  28. why it failed by luther349 · · Score: 2, Informative

    apb was hyped to be gta online. what we got was not a gta world it was not a open world only time you ever saw another player was when you did this missions or in the social area but never just walking/driving around the map. going pay to play in this market was also a frigging bad idea. so there was no committing random crimes no world of gangs messing with your day. pretty much everything they hyped this game to be was a lie.

    1. Re:why it failed by Comen · · Score: 1

      Dont know what game you played, there is constantly people running around on the servers I play on.
      I was addicted to this game, sure it had cheaters and some terrible missions, but the game was funt o play and I enjoyed beating the cheaters with a good team you could beat anyone.
      It definitly needed to be tweeked and some new misisons and gameplay mechanics, but the game looked good, played very well, I had some of the best fire fights in a online game ever and I have been playing FPS games for a very long time.
      It just meeded some love, like most the other game like this need at the beginning.

  29. Open source it. and it will live. by unity100 · · Score: 2, Insightful

    if it is any good like you say, it will even prosper and become prominent.

  30. Springtime for Hitler by CrispyZorro · · Score: 0, Troll

    Was Max Bialystock a silent partner in this venture? If so, it appears he found a working vehicle for his plan.

    1. Re:Springtime for Hitler by CrispyZorro · · Score: 0

      I guess there is an unwritten rule that even mentioning Hitler will get a Troll mod. Ever see the Producers? I guess I should be more careful next time.

    2. Re:Springtime for Hitler by _Shad0w_ · · Score: 1

      I got the joke even if no-one else did. I'd mod you up if I had mod points.

      --

      Yeah, I had a sig once; I got bored of it.

  31. Ack! by Anonymous Coward · · Score: 1, Funny

    Wait, this game was released in June!? I was looking forward to this game very badly, and I missed the release AND it's entire life cycle?

  32. Obviously piracy by KingCarrot · · Score: 1

    From what I know about the entertainment industry, the reason for failure is pretty obvious: rampant piracy! We really gotta crack down on all those..wait what? MMO? Damn, hope someone doesn't try to compare this to other recent failures due to piracy...

  33. I miss HGL by AioKits · · Score: 1

    I alpha tested Hellgate London and closed beta tested Tabula Rasa... Makes me kind of sad they aren't around today. Got the collector's edition of HGL too. Came with a mini comic I believe. I loved HGL, still play the single offline mode. Don't know if I can get the Stone Henge patch for that though.

    --
    "Quote me as saying I was mis-quoted." -Groucho Marx
  34. What some consider "marketing" by RomulusNR · · Score: 2, Insightful

    I don't know about all this so-called marketing. The first time I heard of APB was at PAX East back in February. They had 8 stations set up logged into the game. They had one emotionless, utterly uninterested guy talking about how awesome the game was, who occasionally threw a T-shirt into the huge crowd amassing around their booth. He would then taunt everyone else by saying "the best way to get a shirt is to play the game".

    Except NO ONE GOT TO PLAY. Well, a couple of people did. They'd get about 5 minutes on the station, which was enough to walk around a little, and... find nobody else. Then, when they got off, the stations would be taken over by booth staffers, who would dick around with the stations for 15 minutes or so.

    The best way to get people to play your game is to LET THEM PLAY IT. When a crowd of people are surrounding your booth, interested in playing a game that has no legacy to spur familiarity or loyalty, you should make sure they get to play it. Especially if it's as awesome as you say (hearing the music being played by people driving past, etc.). And you should provide a decent playzone or sandbox where they can actually do useful things instead of ooh and aah at your now-industry-standard graphics.

    --
    Terrorists can attack freedom, but only Congress can destroy it.
  35. No trial, no demo by Anonymous Coward · · Score: 1, Insightful

    No trial?

    50% of forum posts complain about desert eagles and nothing but headshots?

    Only like 10 guns and the crap you earn is just customization?

    Jesus Christ! You could have payed yourselves to burn the money and saved time.

    Saints Row 2 is incredible, and I don't have to deal with more than friends to play with.

  36. And for this they passed on Crackdown 2? by grapeape · · Score: 2, Insightful

    Sounds like greed and poor decision making has been rampant at Realtime since it started, with Crackdown they wanted a multi-game deal before the original ever shipped, then when MS was ready to deal on Crackdown 2 (2 months after launch) they passed and made it sound to the press like it was MS's fault for taking a wait and see approach saying MS was taking to long. When MS handed Crackdown 2 to Ruffian, Realtime expressed their unhappiness with MS not waiting until APB was done. Between the charging full price for a game that had no demo or trial, a monthly fee with additional in game purchases basically required to even be competitive and buggy as hell final product did anyone really think this game had a chance?

    1. Re:And for this they passed on Crackdown 2? by whoop · · Score: 2, Interesting

      Gamasutra recently ran a story from an ex-employee that summed up how to not make an MMO.

      "Fun never seemed to be a criterion for what they were doing; managers with little clipboards would go around and tick off things, saying 'OK that's done' and moving on. There was never any consideration for whether or not what had been done was any fun."

  37. Sucks but not shocking by Anonymous Coward · · Score: 0

    I bought the game after watching a friend play for 20 minutes. It seemed really interesting, but I shortly found out you play the same 10 missions over and over. APB was only fun when you had a full group of people dinking around on a mission. When playing solo I found it really unsatisfying being steamrolled by people who had bought gear via the APB points to real cash exchange.

    An average game session would first start out with issues connecting to the account server, only to find a character that had been locked out of the game by some server side error. After starting a new character and trying to rank up with a certain faction, I would undoubtedly get 10-20 pursuit missions where the opposing players were 100 ranks above my own. Then I would randomly crash to either desktop or their error catching system. Another outcome would be some horrid frame rates and some weird graphical glitches (Mind you I have a 6 core proc, 8 gigs of ram and 2 5850s). I would average 50-60 FPS in crossfire, but then I would get graphical glitches where people would be invisible or they would glow like a light bulb.

    Overall, I wish I could get my money back. Next time I am going to wait at least 6 months for a game like this before buying. I also bought hellgate: London, but I did love that game.

  38. APB is proof game developers... by Anonymous Coward · · Score: 0

    ... more often then not have no idea what they are doing, nor do they understand the gaming audience. I knew it was going to fail as soon as I heard of it. The game industry is filled with a bunch of people with a huge herd mentality, this is why we end up with so many god damn clones of everything.

  39. Dug their own grave by Moredhel27 · · Score: 1

    Myself and a few friends were very excited about the release of APB

    Then we discovered that APB was not available for purchase in Australia and there were rumours we would not be able to play on the servers even if we did acquire a copy ....
    As far as I'm concerned they dug their own graves by limiting the release, review and playability of the game

    And I had such high hopes .....

  40. "to be expected" by mattack2 · · Score: 1

    One of the developers said

    ...
    There were the unusual errors and crashes which are to be expected ...

    Well, "unusual" and "to be expected" seem to me to be at least somewhat contradictory.. (Though I suspect he means crashes due to some weird combination of hardware & OS they hadn't tested on.)

    But still, such errors and crashes _shouldn't_ be expected.

  41. Over 300 employees. WOW by lanner · · Score: 1

    Holy crud. 300 employees worked on that thing.

    I worked a couple of MMOs that went flop before I got out of the industry. This has got to be a new record for simply the size of people working on it (MMOs, I mean, not game shops in general).

    I worked on an MMO project that was released under Atari some years back and we had, what, 60 people max, with a considerable amount of them just being customer support goons.

    Another project only had 30 people, and we published after two years. Granted, that company went down too after while.

    You're MMO has to be a GINORMOUS success these days to succeed. You can't just sqeak by with these large releases.

    They should have done it gmail-invite style or something, then scaled it up and fixed bugs.

  42. Re:Over 300 employees. WOW by Torvac · · Score: 1

    i wonder about this number too. you cant make a mmo with this number of people, makes no sense. its impossible to make a good game with so many people spread around. maybe in north korea with a strong dictator leading the way ... so how many people do you need to make APB ? 1 to make the game and 299 to ...

  43. They blew through $100 _MILLION_... by Anonymous Coward · · Score: 0

    Yeah, I see lots of people talking about "Well, if they had the money to do _x_..." and so on, but that's just it -- they had the money but they blew it. Pretty damn fast. $100 million in angel, seed, and investment dollars for a game that reportedly (according to the previous article I read about this fiasco) was ordered less than 10,000 times worldwide.

    $100,000,000 == 10,000 players. Hell, even if we give them 100,000 players that was still only $5,000,000 or so that they got as ROI from game sales and another (I'm estimating here) $2,000,000 per month from subscriptions - not including upkeep costs, salaries, and so on - it would take them over 5 _years_ at that rate to pay back the initial expenditure of capital. 100 million dollars to sink the entire company in 3 months of being "live"...

    I'm in the wrong business.

  44. I was one of the passionate ones. by GregoryD · · Score: 2

    APB was a great game. I don't regret one minute of gametime. There was something special about this one and I'm really sad to see it go.

    APB has really changed the way I look at gaming and gamers now.

    I will have many fond memories.

    I wrote this post for another website:

    I'm a Threat 15 (highest threat-Win:Loss Ratio) Enforcer on LaRocha

    I'm sad about its demise. I believe it was one of the best games to come out in a long time. I really believe a lot of people who would have liked the game didn't give it a time of day because of bad reviews.

    I used to put a lot of faith in reviews. After putting in a lot of time actually playing the game, I'm convinced a lot of reviewers barely gave it enough time to understand the game, let alone play it. I have completely reevaluated my stance on taking a lot of reviewers word for it. I saw their lazy writing in this one.

    The game did have problems. Don't get me wrong, it wasn't perfect. But the things that bother me the most is that so much misinformation gets floated about the game that is just plain dead wrong.

    A lot of people I don't think understand the process of putting a game like this together. I saw the genius in it.

    Strengths:

    * 2 maps. How can two maps be a strength? When you realize it is more like 1000 maps put into a single contained world. So by my definition, APB had 2000 maps over two worlds. This led to a randomness in the game. You'd have to drive in between "maps" with a thousand things going on in between you and your objective. This led to a wonderful randomness that sometimes worked for you and other times worked against you.
    * Improvisational gameplay. Items could end up in areas specifically not designed for a battle. You had to on the fly make decisions on where to be to be most advantageous.
    * Shooting was less important in this game. I'd say 70 percent of the game was shooting, 30 percent was driving. Driving ability was really important. So if you aren't the best Counterstrike aimer in the world, you'd have value if you could keep your sports car on the road. Good driving was a skill in this game.
    * Knowledge was power. People complained about upgrades being too powerful. As someone who also started a new character frequently, I didn't have a problem with upgraded people. Why? Because I knew the ins and outs of the game better. So when a newbie gets decimated he blames the powerful gun his opponent used. But I know that if they changed equipment, the player with more knowledge would win despite the upgrades.

    Weaknesses:

    * Matchmaking. The number one thing that killed this game was matchmaking. It put to much power in the hands of the players. Players could decide on what missions to take. Experienced players would take the missions they knew would be easy. New players would take anything and eventually get matched up with experienced players. So what ended up happening is you had a public group going against a clan. So you had the equivalent of IDRA going up against bronze players. You had Fatality going up against new Quakelive players. You put the best tactical Counterstrike clan into a public de_dust2 server. New player dies. New player dies. New player dies. New Player dies. This game is shit and quits. 90 percent of the people who played this game ran into this. Upgraded guns just fueled the fire in the new players head. This game could not be played solo. If you went solo, the game would be a lot slower. A lot more boring. And sounds a lot like a lot of the reviews I read about the game. Basically if you jumped into a TF2 server, played one on one for 5 hours then decided, oh I'll join a public server with a group and end up going against the number one TF2 team, would your opinion about the game change?
    * Cheating got completely out of hand. Those hardcore players who c

    1. Re:I was one of the passionate ones. by Comen · · Score: 1

      I agree with you 100% I am going to miss this game way more than any of the other games that have gone away, I bought Hellgate also, and never missed it a bit, even though I was hoping it was going to work, it did not have anything on this game.

      Let me start by saying that I think APB has gotten a bad rap, and had many bad reviews it truly did not deserve. APB had some real flaws no doubt, but this game excels were so many have failed, and is something new and fresh in many ways, to give some many redundant games good reviews then crush this game cause it had some flaws but is doing something new and fun is to mislead many people who might have found a home as I did in APB. I saw many people reply back to bad reviews, with comments says they were glad they did not waste their many, well I wasted my money and now the game is gone, and I still do not regret playing this game a bit, and will miss this game more than most, so there were possibly countless people who never got the chance to try this game now, and that is because so game reviewers got this game wrong, dead wrong.
      The main thing about APB is you needed to play with some friends, or at least in a group. you needed to use ventrillo or at least the in game voice chat, to be able to communicate with people on your team and get in to some real fire fights and use some good strategy. I truly got in to some of the best game play and some of the best fire fights I have ever played in a game, and that says allot, I am old and have play most FPS games and something about this game shined in that regard. This game also had many bad missions, that chose to send people casing each other around the map instead of fighting, to sometimes end with a team winning in the last second and no one felt good about those missions in the end. Some missions just never made any sense to me, where one team have lives they could lose, and the other team did not, and some missions just had you run around and do some stuff and no opposition ever showed up, it felt like a waste of time to me. I think the CCG gun at the end was a unbalanced, and cheating did get worse, but I got called a cheater many times and I never cheated in the game, so I think it was not as big a problem as many thought, the problem of people calling others cheaters was a worse problem in my opinion. The cheating problem could be fixed or at least kept as a reasonable level like in any of these games, and the missions could have been easily made better, and there was so much potential for some great missions that now will never be, the game never really got a chance and was in trouble early, I think the bad reviews helped put a undeserved nail in the coffin of what could have been a really big game.
      Some things that APB had going for it, there was some much, the customization engine of this game, was fabulous and I never have seen so much diversity in a game before, and you could tell people were really in to their characters and the cars they drove. Even though there were only 2 cities, they were well done, and were designed well, the engine was beautiful, even though I bought a new PC right before the game was out, and that definitely helped, this was a awesome looking game when ran with the video options turned up. The car models looked great and the overall graphics and art work on everything was top notch, even the UI was very well done in this game, everything just looked polished like something I big game company would put out, not like many of the games I have bought that were good, but you could tell they passed on many of these things. Another thing that people do not talk about is how the how the game felt when you are running around fighting, many game just do not feel right, it feels to me like you have a broom handle shoved up your butt, you move to stiff and it's hard to quickly move and help people, this game always felt really good to me, it played so well that I think it was not talked about cause you do not notice these things when they are done this good.
      The fact that this game is ju