http://www.gamesbrief.com/2010/08/hubris-ambition-and-mismanagement-the-first-post-mortem-of-realtime-worlds/
- Link to the Article
Summing it all up:
The writer of this article, Nicholas Lovell, is
explaining why the online video game APB
failed. Starting in 2005, APB was a
hugely ambitious game aspiring to be Counter-Strike
in a World of Warcraft like
Massively-multiplayer-online game setting; however, when the game released in
2010, APB sold roughly 4-5 thousand
units and landed a Metacritic score of 58 out of 100. Besides looking at the
games mechanics, many problems plagued the game. First and foremost, the game
had no business model, or at least one that was not worked on. Second, the game
took way too long to make, thus forcing the company to spend over $25 million
on staff cost alone. Next, APB, like
many other MMOs, had a try-fail-iterate model, which is releasing a game,
having the community state the problems, and changing accordingly. The main
problem is not the model, but that the game was released 5 years after
development instead of earlier in development, allowing for less wasted money
on changes. Lastly, the game had almost every feature the developers wanted,
instead of making small changes over a long period of time. While sounding
great at the time development started, this overly ambitious game tried to
change too much while providing little the consumer would enjoy.
What do I think?
I remember following APB’s release and looking into the game. The game had the most
extensive customization system out of any
game made to date. The general gameplay was solid and enjoyable (to watch).
Really, I could not see what the problem was with the game, then I saw the “business
model.” I would prefer not to go into detail, but they payment was far too
expensive for a MMO at the time. Not long after releasing the game, it was
removed from the market. I fully understand why after reading this article. Even
after the game was re-released as a free-to-play, I still agree with the
majority of complaints. The world was too big to be enjoyable, the general
mechanics of the game felt clunky, and the new business model was horrid. The
only enjoyment I got from the game was the broken mechanics, making stupidly
annoying moments for my friends to scream at. So, having played the game for
myself, this article soundly states the problems plaguing this extremely
ambitious game.
Very original. Keep up the good work Kevin!
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