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Failed MMO APB To Be Resurrected As Free-To-Play Game

Two months ago, we discussed news that Realtime Worlds' action MMO APB closed its doors only a few months after launch, when it became clear that player interest and subscriber numbers couldn't begin to recoup the massive development cost. A few days ago, a company called Reloaded Productions, owned by free-to-play publisher GamersFirst, acquired all the rights and assets to APB. The company plans to relaunch the game as APB: Reloaded in the first half of 2011, abandoning its unusual business model in favor of free-to-play accounts supplemented by microtransactions and premium services.

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  1. Re:APB had its day by vlm · · Score: 4, Insightful

    Honestly, I think an MMORPG remake of an 80's arcade game was doomed from the start! Although, now that I think of it Frogger MMORPG would be pretty cool.

    I played EVE Online for about a month back in '05. I believe that was a remake of Asteroids. Here I am, grinding big asteroids into little asteroids as quickly as possible, again...

    --
    "Science flies us to the moon. Religion flies us into buildings." - Victor Stenger
  2. Re:MMO bubble officially popped? by Dutch+Gun · · Score: 4, Insightful

    And all the ones that were free to play from the start are still doing alright (Like Guild Wars).

    I've heard some people making a slight distinction for games like Guild Wars, calling it "Buy to Play", or B2P. The distinction is that ArenaNet is making its money primarily off box sales. They do have an in-game store, but they just sell extra storage, character slots, costumes, etc... all stuff that doesn't really affect gameplay.

    This is a bit different than the "Free to Play", or F2P, model where the game is given away, but you must pay money for substantial in-game items, advancement, or character classes, and it's expected you'll have to pay money to advance significantly in the game.

    I think it makes sense to distinguish between the two. For instance, you can buy Guild Wars and comfortably play the game without ever purchasing anything else, much as like a single player game. That's a wholly different experience than a "Free to Play" MMO.

    I'm not saying one is better than the other per se. The F2P model is nice because it essentially gives players a very deep demo of the game before spending any money. The GW B2P model means a one-time purchase covers what you *have* to pay for the lifetime of the game.

    --
    Irony: Agile development has too much intertia to be abandoned now.
  3. They still don't get it.. by crossmr · · Score: 4, Insightful

    I've been in Korea now for 2.5 years, and getting into a lot of different Korean games for awhile now. One thing I've continued to notice is that it doesn't seem that any Korean games charge "premium" content as would be described in North America. Korea games are generally free from start to finish. Some people have mentioned that when you hit a certain point in DDO or LOTR:O you have to start paying or you basically can't play. Korean games don't do that. You can play all the way along. Their micro transactions tend to cover aesthetics and time compression or if they do include items, they don't include items which are "better" than the ones you can get in game, so in reality it's just more aesthetics. A lot of major game companies just had higher than expected profits as well. They don't feel the need to claim a game is free, then block off half the game behind a pay wall.

    North American companies still haven't gotten that. They seem more concerned with finding a way to "force" people to end up paying them money. Heck, I've never bought a single pay item from a shop here in Korea. I've browsed the store and looked at various things, but never done it, yet I continue to enjoy games 2 years in. Korean companies are of the mind that if you build a quality product and the money will come. Doesn't always work out, but most games have good longevity and they're constantly making new games.

    I'd just caught another story about a publisher who wanted to sell half a game, then charge for the other half of the game as DLC to cut second hand sales. No need to worry about second hand sales if you're giving the way game away for free, nor do you have to worry about piracy. I guess then publishers would have to shoulder all the blame when the game fails.

    Maybe they understand the model the just fine.