Apb reloaded tips
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We also went to beta far too early, wiser heads were ignored when it was pointed out that any kind of beta, even very early beta, might as well be public as far as generating word of mouth. Our PR felt tired and dragged on and on, rather than building a short, sharp crescendo of excitement pre-release. The game also announced far too early (though it kept being delayed), and had little to show but customisation for what seemed like years, largely because internally we (correctly) judged it to be the stand out part of the game. When it’s announced that we’re essentially pay-per-hour, we get absolutely killed in the press, somewhat understandably. When Dave J spoke out saying there would ‘not be a standard subscription model’, he unwittingly set expectations at ‘free to play’. They also failed spectacularly to manage expectations. Many of us within RTW were extremely nervous at APB’s prospects long before launch, and with good reason, as it turns out. You can’t simply charge what you feel like earning and hope the paying public will agree with your judgement of value. This may not have been possible, given what was spent on the game and the running costs, but the market is tough.
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The game would have been immeasurably better received it had simply been a boxed product, with paid-for in-game items, IMO. Many of which, now, have progression and persistence of some sort – for free.
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The problem was that management looked at the revenue they wanted to generate and priced accordingly, failing to realise (or care) that there are literally a dozen top quality, subscription free team based shooters. A large scale team based shooter, in big urban environments, with unprecedented customisation and some really cool, original features. The game has issues, but I think if you separate the business model from the game itself, it holds up at least a little better. All the issues that had driven me nuts about it were still there – the driving was poor (server-authoritative with no apparent client prediction, ergo horrendously lag intolerant), combat impact-less, and I found the performance of the game sub-par on what was a high-spec dev machine.īut the real killer, IMO, is the business model. I was genuinely shocked when I played the release candidate – I couldn’t believe Dave J would be willing to release this. I wasn’t on the APB team, so I played it infrequently, during internal test days etc. All that said, it was pretty clear to me that the game was going to get a kicking at review – the gap between expectation and the reality was huge. No team sets out to ship something anything less than perfection, but projects can evolve in ways that no one seems to be in total control of. It can seem difficult to comprehend, it certainly was for me before entering the industry – ‘How did those idiots get X wrong in game Y?’. It’s not that the team was unaware of these huge issues, but a million little things conspire to prevent you from being able to do anything about them. APB itself only really came together technically relatively late in its development cycle (and it still obviously has problems), leaving too little time for content production and polish, and lacking any real quality in some of its core mechanics (shooting / driving). You end up in this situation where you’re heads down working your ass off, not well able to critically assess your own product. Knowing this, it can blind you to a game’s imperfections – or lead you to think it’s going to come right by release. A game can play poorly right up until only a few months before release, for a variety of reasons – Crackdown was awful right up until a month or two before it came out (some would say awful afterwards, too, but I’m trying to make a point :). There's a post on RockPaperShotgun from an ex RTW employee that spells out the mess pretty nicely.Īn outcome like this wasn’t desired by anyone at RTW, but game development is a weird business. Apparently the whole budget went on matchsticks!! I'm now super interested in finding out what happened to all that money. I mean, look at avatar - a classic example of just throwing money at the entertainment industry. One would have thought that, having invested 100 mil into the project, the end quality would actually be worth it.
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But the real killer, IMO, is the business model.