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.
So, the MMORPG bubble has officially popped?
This is sounding very march of 2000ish.
Business plans with lots of "..."
"Don't worry we'll make it up on volume".
"I know, we'll do the exact same thing everyone else is doing, what could go wrong!"
Spending massive amounts on "development" of the same cookie cutter as everyone else.
"Science flies us to the moon. Religion flies us into buildings." - Victor Stenger
Would anyone play it for free? Got some bad reviews IIRC
I suspect it's "All Points Bulletin" -- and given the looks of the game (rubbish), random letters might have been a better choice.
I played the game before it shut down. Imagine GTA Multiplayer, (much better than MTA). The only problems with it were the massive amounts of hackers and a broken Matchmaking system (which was easily fixable, it matched players up by "threat level" which could be manipulated by actions, rather than a players "rating" which determined progress in the game (unlocked vehicles, weapons, clothes, etc). The gameplay was extremely fun when you weren't matched up against a hacker, or somebody 10 times your rating. I would play it again if they bring it back, and do something about the hacking and matchmaking. There were no real "levels" in the game like a traditional MMO. Someone fresh into the game could make kills on veterans, and win missions, if they were skilled enough (although that didn't happen often, it was do-able).
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
Not every game is well set up for it. I can't see WoW working well as free to play. However others work great. DDO in particular is either. You can pay for a subscription and when you do, you get full access to all content to long as the subscription is active any new content released you have automatic access to. Or, instead, you can buy points and use those to buy access to content. Content bought that way stays accessible forever, no further money needed, but new content requires a new purchase.
Now turns out they aren't stupid and their pricing is such that if you buy all the content, you end up paying about the same as you do if you just have a subscription. However it works well. Reason is twofold:
1) Some people don't like monthly fees. Makes them feel like they have to play to get their money's worth. Silly perhaps but it is what it is. My coworker is like that. He likes to buy points in DDO, rather than pay a subscription. Makes him happier.
2) Some people can't afford a full subscription, but can pay for parts. A yearly subscription to most games is about $180. Maybe someone can't spend that, but they can spend $40. If the game was just subscription, they probably wouldn't play it. No sense in playing 2 months out of the year. However in a "buy points" system they can buy some content and enjoy that year round.
It certainly isn't the one and only model, but it can work really well.
Maybe I'll actually play it.....NOT!
"Remember when I said I would never lie? Well, that was the first time."
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.