APB

Bulletin points.

"The biggest obstacle I think APB faces, period, is the difference between what people have put in their heads already and what APB is - because it's so simple and it's so easy to make a comparison to what's out there, to say, oh, it's a GTA MMO."

EJ Moreland, APB's design lead, is sitting in a quiet antechamber of Realtime Worlds' spacious offices in Dundee. The soft-spoken American ex-pat has just put his finger on the public relations mountain that this highly unusual online game from the makers of the brilliant Crackdown has to climb. He's also just said the two words - well, acronyms - that everyone else in these offices is desperately trying not to say: GTA and MMO.

Given APB's urban gangster stylings and ambitious plans for a social, persistent online experience, it's not hard to see why these two touchstones have been a common crutch for press to lean on when trying to describe it. I've used them myself. And it's also, surely, a mouthwatering pitch for any money-man regarding the twin gaming colossi of World of Warcraft and Rockstar's blockbuster crime series - especially given the fact that creative director and studio head David Jones was one of GTA's founding forefathers, and Realtime Worlds is infused with DMA Design's DNA.

But, in terms of moment-to-moment gameplay, APB really doesn't have much to do with either. Before talking to EJ I spent a couple of hours pinballing around the game's open-world, 100-player gangland skirmishes in the shabby city of San Paro. I screeched between dynamically matchmade gun battles while leaning out of the window of a custom car, sirens wailing, as one of the game's cool-cop vigilante Enforcers. I raided and defended, crouched and took cover and aimed down the sights of my gun at rival teams of criminals.

'APB' Screenshot 1

Despite the city setting and point-to-point car-jacking missions, the experience was almost as far from GTA's everyman action gaming as it was the skill-bars, cooldowns and number-crunching of an MMORPG. If anything, it was a halfway hardcore online shooter: like being involved in an epic, fragmented game of Battlefield or MAG, or a Counter-Strike where the lobby is a 3D city you can drive around. Only, it's not like most shooters in some important ways - notably the fact that it doesn't allow headshots, to discourage sniper culture. It's a twitchy game with no RPG underpinnings whatsoever, but you're still wearing people down rather than picking them off.

Ready for some more contradictions? Realtime isn't steering clear of the MMO tag purely to avoid connotations of class-based, hotkey-punching combat and interminable quest grind. With instances of all three of the game's areas - the skyscraper-lined streets of the Financial district, the multi-level warehouses and dockyards of the Waterfront, and the non-combat Social district - being limited to 100 players, it can scarcely be called massively multiplayer.

'APB' Screenshot 2

Or can it? These instances are limited in size by what's fun, and what's possible with current netcode and server hardware, given APB's free-wheeling and fast-paced gameplay. But you won't be tied to just one; in fact, you'll belong to a "world" of up to 100,000 players, larger in scale than almost anything this side of EVE Online's single universe. You'll be free to interact and join games with all of these players, including communication across the Criminal/Enforcer divide. And crucially, you'll be able to trade.

MMO communities are bound together by the games' economies as much as any other feature, and APB is proposing an ambitious and thrillingly different market based around creative skill rather than crafting and harvesting mechanics. Its foudnation is the game's insanely detailed customisation - of logos, graffiti, clothes and vehicles, as well as of your own avatar. Although there is a base economy of ammunition, weapons and the like, Moreland expects that the big-ticket items will all be player creations.

"The thing that I love about it is, in many MMORPGs your guild has a crafter that's really into the crafting game and you rely on him, but he's really just supplying you with goods that you use," Moreland says. "In ours, these guys are actually driving fashion in the world. Each one of these worlds is going to have its own fashion. [In MMOs it's] time and knowing the system. Here, it's a creative endeavour. That honestly is what hooked me when I came here... I thought, I've got to see what happens."

It's also the only economy we're aware of with marketing mechanics built in. You'll be able to bid on or rent display points in the social district to advertise your wares, or your clan. Other display points for graffiti or items will be free to use on a timed, first-come first-served basis, while others still - statues included - will be earned through climbing up the leaderboards, and will propagate across all the social districts in a world. Player housing and a real estate market is one of Realtime's longer-term plans for APB.

This side of APB - your persistent identity as a player, your social presence away from the tighter focus of the action itself - is not just the definition of a massively multiplayer game, but quite a forward-thinking definition to boot.

"The one catch-phrase that I keep pushing out there is 'persistence is existence', and that's why persistent games are so compelling," Moreland said. "Even the simple, casual persistent games. You actually create an existence in these worlds, and that's your identity there, and it's so important for that to be reinforced with real estate, with statues, with ways to leave your mark in the world."

'APB' Screenshot 3

It's not all about the benjamins, or the threads, however. Gamers do like to define themselves with numbers, and in lieu of the traditional levelling and accumulation of XP, APB offers three different estimations of your worth: Rating, Threat, and Notoriety (for Criminals) or Prestige (for Enforcers).

Rating is the closest thing to a player level, and will only ever go up, with no ceiling; it's a number that reflects how much you've done and how much time you've spent in APB. Threat tracks your performance in the action over a window of time, and is basically an indication of how skilled a player you are - roughly equivalent to a TrueSkill ranking, say. It will serve as a point of pride as well as a matchmaking tool for the game's dynamic mission system, which delights in pitching small numbers of high-Threat players against larger gangs with a lower Threat.

Finally, Notoriety and Prestige will apply only in a single session and scale up to five, similar to the Wanted rating in the popular free-roaming crime series we shall not speak of. They're an indiciation of how much attention you've drawn to yourself, and have consequences - hit a Notoriety or Prestige rating of five, and the entire opposing faction in your district will be alerted to hunt you down.

'APB' Screenshot 4

It's at this point that we should probably return to the mean streets of San Paro to explain how all this translates into gameplay. In a Financial district populated by some 40 or 50 Realtime staff and beta testers - which feels plenty busy enough - I'm matched up with an experienced Enforcer team and sent on patrol.

Although we begin with the familiar trappings of accepting a mission from a contact, buying weapons from a vendor and equipping them, there is no AI to fight, no player-versus-environment content to work through. Also, in a standard ruleset like this, you can't just attack anyone; unless I've been matched against a Criminal team, or come across someone with maximum Notoriety, other players' names are greyed out and I can't harm them.

All this means that the initial mission experience is somewhat odd. After tooling around enjoying the vehicle handling for a while - cartoony, but weighty, responsive and surprisingly entertaining given the keyboard controls - we start missions which might be characterised as "raids" or "pickups" but simply involve going to a checkpoint, clicking on something and going to the next checkpoint until you're done.

It seems undramatic, but this is just the first automated step of the action in APB, and the "players as content" matchmaking is layered on top. It's basically a way of getting yourself noticed. On our second such mission, a Criminal team is alerted to what we're up to and told to stop us. Defensive firefights ensue; we improvise cover from nearby vehicles as we try to complete the mission within a time limit, battling against our opponents and some rather distant spawn points (although, with even Enforcers being able to steal and jack cars, travel is always fast).

Then we're called in to interrupt some criminals on a mission of their own, the APB itself arriving with an siren sound and a notice splashed across the screen. Even though it might be followed by a tense wait for opposition to arrive or a vehicular scramble across town, this dynamic, in situ matchmaking is APB's calling card, its signature, and a pulse-raising thrill unlike anything else in gaming.

'APB' Screenshot 5

Half a dozen or more such missions blend into each other, with only an unbelievably tense standoff as we defend a small plaza, with some awkward approach routes, really sticking in the memory (perhaps that's because I won MVP in that round). It's the location and the opposition that define encounters, rather than anything of interest in the mission design, which is usually very functional. It's hard to imagine one APB session being very different from the next, but easy to imagine each one throwing up an uproarious anecdote or two. It's also easy to imagine logging in for ten minutes and staying three hours, so addictive and insistent is the rolling cycle of the mission matchmaking.

APB's unique structure, social features and style are what distinguish it right now. As a multiplayer shooter, it's certainly fun but lacks some of the crispness, definition, feedback and impact, not to mention the handcrafted map design, of the best out there. As a persistent online game, it's loaded with promise but shackled to a slightly samey, if moreish action experience.

But, more so than almost any game since EVE Online, APB is going to be defined by what happens after it launches. In our GDC interview with Jones, he stressed the importance of developing new rulesets in response to the desires of the community. Moreland echoes this. There will certainly be extreme districts where any player can attack any other. There might be districts where headshots are allowed.

'APB' Screenshot 6

"One I think we will actually be focusing on at some point, probably not in the near future, will be some sort of racing district that really heavily features different types of vehicles," says Moreland. He won't even rule out the eventual rise of opponent AI - zombie districts and bank heist scenarios are apparently a popular theme among the developers and in the community - but Realtime isn't prepared to bend its pure multiplayer focus for now. "For us, it's really just the multiplayer aspect; I mean Dave has, from day one since I've been here, said players are the content. It's not us making handcrafted..." Moreland trails off and smiles. "He loves to use the term 'artificial incompetence'."

There are a dozens of questions still. Will the first wave of APB players understand that this unique, initially rudimentary experience will multiply and evolve with their input? Will Realtime and distribution partner EA be able to communicate the hyrbidised, open nature of this game in the few months they have before release? Will they be able to restrain themselves from over-hyping a game that needs to grow organically? Will they be able to sell it without recourse to the poisoned chalice of those six letters? And, biggest of all, what is the business model, apparently two years in the making, that will pay Realtime's server bills and sustain the whole enterprise?

With the beta ramping up, APB's best hope is to speak for itself and let players spread the word. You really do have to play it to get it. It may not be GTA, or an MMO, but in truth, it has a little bit of what's best about both of them.

Comments (25) Latest comment 1 year ago

Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!

  • mingster #1 2 years ago

    Quite looking forward to this Sunday to try it out.
    It sounds different,
  • DaemonSpawn #2 2 years ago

    I hope it'll be subscription-based. No free-2-play, please, it's too expensive!
    Edited by 1 at 09/04/10 @ 14:19
  • Bertie Verified Senior Staff Writer, Eurogamer.net #3 2 years ago

    Finally some solid information about the game. That's answered a lot of questions.
  • Bennicus #4 2 years ago

    haha, who's the jackanapes minusing bertie's would-have-to-be-swiss-and-trying-hard-to-be-more-neutral comment :p
  • lordofthedunce #5 2 years ago

    it says '[staff]' but all I see is 'kick me'.

    edit for ;-) cos i'm only joking, like

    'negged' for a bit of Friday banter?

    Edited by 2 at 09/04/10 @ 14:38
  • Bravestinsane #6 2 years ago

    @DaemonSpawn

    You should really try investigating things yourself it isn't difficult

    "The game will be available as a full-price PC title. We'll offer you flexibility on ongoing costs to guarantee great value - APB won't require a subscription commitment, nor will it rely on traditional micro-transaction offerings."

    Taken from there website. BTW how is free to play expensive that makes no logical sences

    @Bertie

    Being staff i assume you snapped up a beta key so im sure you will be able to answer all your questions on the next play test which is Sunday :)
  • hiddenranbir #7 2 years ago

    The evolution in MMO comes. Persistent players, dynamic worlds.
  • Oli Verified Reviews Editor, Eurogamer.net #8 2 years ago

    I *am* Swiss. Well half Swiss. Just try and neg me now!

    Bertie's PC's not good enough, bless it. I'll be on, if I manage to get rid of my guest in time.
  • nuanimal #9 2 years ago

    Half a dozen or more such missions blend into each other, with only an unbelievably tense standoff as we defend a small plaza, with some awkward approach routes, really sticking in the memory (perhaps that's because I won MVP in that round)

    Read that as a stealth "Look at me! I'm good at games I am!"
  • RodHull #10 2 years ago

    Would you like to blow it up with me?
  • DaemonSpawn #11 2 years ago

    2 Bravestinsane
    I haven't really hoped the game will be traditional retail. Thanks for the info.

    how is free to play expensive that makes no logical sences
    As for why "free-2-play" is usually more expensive than subscription, you should use your head more often. Multiplayer game can NOT be totally free - development costs money, servers and bandwidth cost money, support requires money too, then patching and constant flow of new content.
    With AAA games ads just can't pay for that, no matter how much you'll stuck into game world and ui. So it's either retail box(or digital delivery - same deal) or subscription or "free".
    "Free" isn't free (publisher/developer have to get money one way or another) - while every game is promoted as completely playable without investment of real-world currency, it's always bullshit - in theory player can always get the same resources (potions, runes, ammo, armour, other items) by some in-game activity, but it just requires SO MUCH grinding that few maniacs will do it.
    More often than not "free-2-play" game is designed to encourage players to spend more real-world money and not to have fun playing it. Most paying players end up giving away more than they would with subscription model, while playing poorly balanced and often fun-deprieved game.

    Another bad thing is those who play and don't pay. In my country at least, these are usually very young school kids whose parents wouldn't give them money for subscription. It's always an awful experience to play with them, but with subscription model (or even retail multiplayer games) one can be banned by account for cheating, constant swearing etc, while with "free" game the kid just has to register new account with fresh email and continue cheating and griefing.

    So yeah - "free-2-play" is more expensive than retail and subscription, and I'm glad APB won't be "free".
    Edited by 2 at 09/04/10 @ 15:18
  • Bravestinsane #12 2 years ago

    @Oli

    dw i got negged for answering someone's question!

    Enjoy the playtest anyway im away for a week tomorrow so all games are a no go for me.

    @DaemonSpawn

    Ahh fair doos, all the free mmos i have played have been funded by advertisements and so are completely free to me.
    Edited by 1 at 09/04/10 @ 15:17
  • MasterNameless #13 2 years ago

    @retrend

    People are probably just used to downrating you as you are a tool in pretty much every comments section. I guess they just get used it downrating you without even bothering to read what you have to say now. You only have yourself to blame. :D
  • Oli Verified Reviews Editor, Eurogamer.net #14 2 years ago

    @nuanimal

    It was more of a "look at me! I'm usually terrible at games what just happened?"
  • Concrete #15 2 years ago

    I'm having a complete mare downloading the beta for this :| My connection times out periodically (every few hours) and the download process starts from 0% again :'( Any suggestions?
  • mingster #16 2 years ago

    Its your connection.
    I downloaded this last night it took 5hours though.
  • Concrete #17 2 years ago

    Yeah I know my connection is knackered, but theres not alot I can do about it (Virgin Media :( - havent even got working tv at the moment). I would have thought it would have auto-resumed from the point where it disconnected though, ah well worst case scenario I'll grab it off a mate at the weekend.
  • Grievous1976 #18 2 years ago

    Crackdown then! Lol!
  • schmung #19 2 years ago

    So the game which built its hype around being the "GTA MMO" is in no way a GTA MMO, to the point where its creators distance it from both GTA and MMOs?


    @ afro yeah, to an extent. A number of decisions have been made that differentiate it from both these games. There are tons of beta invites floating around the place at present, so the best way to see if it's up your alley is to give it a whirl.

    I don't think it will be everyones cup of the proverbial, but it has tons of potential IMO

    @ concrete, yeah it auto resumes, so no worries. I d/led over a 3 day period.
    Edited by 1 at 09/04/10 @ 17:31
  • Dylbot #20 2 years ago

    Welp, I'd love to be able to try this on Sunday, but the updater mysteriously won't launch on Win 7 x64. Awesomes.
  • sarcasmoidosis #21 2 years ago

    "while with "free" game the kid just has to register new account with fresh email and continue cheating and griefing"

    Since this is also sold and not completely free, I reckon the Cd-key will be linked to an account. If that account is banned, the CD-Key couldn't be used.
  • Bravestinsane #22 2 years ago

    @Dylbot

    You tried running it as the administrator? (right click run as admin)
  • Dylbot #23 2 years ago

    Tried running as admin, tried compatibility modes, tried forcing permissions in the program folder, tried every bloody thing. From what I'm reading on the APB forums I'm not the only one having these issues, but no-one has worked out a fix yet.
  • Averice #24 2 years ago

    Soon as this games been out 2 weeks inc a ton of people claiming their art has been ripped off.
  • sheva10 #25 1 year ago