Defending APB
Realtime Worlds' Dave Jones hits back.
APB, the action MMO from Dundee-based developer Realtime Worlds, launched in the UK on Friday. Great things were expected, not least because of the pedigree of the developer behind it. So Eurogamer's review, which criticised the game's combat, vehicle handling and matchmaking before dishing out a less-than-stellar 6/10 score, came as some surprise.
One man who wasn't surprised was creative director Dave Jones, who anticipated similar reactions "months ago". Here, in a wide-ranging interview with Eurogamer, the co-creator of Lemmings and Grand Theft Auto defends APB from its critics, and discuses what's next for his studio and its new game.
Eurogamer: APB is finally out. How do you feel?
Dave Jones: Well obviously it's great. It was a big huge effort to get to where we are and not many people have launched a big persistent online game, so pretty happy. Launch went really well - extremely stable. No issues.
Eurogamer: You've put loads of effort over a number of years into this game. Now it's out, do you feel relief? Terror? What emotions are you going through?
Dave Jones: [Laughs] This is quite different. Typically on a single-player game by the time it comes in the shops you've probably been finished for about six weeks because of the time it takes to manufacture gold discs and send them out. So on a game like Crackdown, it's a quiet restful period, and you're happy and just waiting to see the reviews. On this game though, we're still working on it every day, changing it, gathering the feedback, working on the next set of changes and patches. This one's quite different. There's been no break, as such. We've just kept our heads down.

Eurogamer: From what you've seen, how are gamers responding to APB, and how do you feel about what they're saying?
Dave Jones: It's pretty much as we guessed. There are a lot of things we're doing different with APB, and some people can take to that and some people are having difficulty adjusting.
Eurogamer: What kind of things?
Dave Jones: We've come in to the action-based game and we've made this hybrid, so a lot of people are still thinking it's going to be more like an FPS combat system, and obviously they're straight from Counter-Strike or Modern Warfare, which are really just twitch-based games. They're about you can drop somebody sometimes even in one shot. It's about being stealthy and sneaky and doing that. Whereas we designed a third-person, more of a tactical combat squad-based game.
Obviously we've made some design decisions to support that. So there are a lot of people who aren't making that leap. They're just approaching the game maybe as you know, I just want to shoot this guy in the head and see him drop once, versus the good guys who have been in beta, who are more tactical based players, who play together as a good foursome.
Some people have adapted to the game better than others. But that was always the case. There are a lot of perceptions out there about exactly what this game would be, and some people have taken to it and some people are really struggling.

Eurogamer: Why do people have that perception? Was it difficult communicating exactly what APB is?
Dave Jones: Yes. And I think a lot of people came to a lot of preconceptions, what they wanted it to be. You're never going to fight that. That's why we had the Keys to the City event - it was like, come and try it out, if it's not for you then at least you've had a chance to try it and play it. But for people who like this style of game and want something different from a typical twitch-based FPS in terms of combat and persistent servers and customisation, then we've got a lot of people who have taken to it really well.
Eurogamer: APB has an interesting subscription model. Are you finding people are wrapping their heads around it? It is quite different, isn't it?
Dave Jones: It is. We wanted to be flexible and make sure people had options and it was seen as good value for money. We've not had any issues whatsoever on that. A lot of people looked at it and said well, for the more casual guys, 20 hours a month is quite a lot. So for them they like the fact they have this bunch of hours. And if they want to take a break form it because another game's come out and then come back to it, they don't feel they have to keep paying non-stop.
But the majority of people seem be going for the unlimited time. That'll just change as people come in and drift in and drift out.
Eurogamer: Is the number of people playing the game meeting your expectations?
Dave Jones: We launched with two worlds in the US and two worlds in Europe. They're about 60 per cent full just now. But we're seeing an uptake in that. If we could fill the two worlds which we built out then we'd be quite happy. That's what we're aiming to get to. It's not that far off where we wanted to be. We know it's the kind of game that, if people get in and are enjoying it, then they tend to bring their friends in, so it's a little bit viral.
Obviously it's a group-based game. We built it to be, come and play with your friends, have a lot of fun, and that's what's happening. We've got clans of 150, we've got clans of 50. More clans are coming and they tend to bring more of their friends and their clan mates. We're doing pretty well. We've got 10,000 plus each night just now playing together. Hopefully we'll see that grow.
Eurogamer: Is that enough for Realtime Worlds in terms of sustaining APB over a long-term period?
Dave Jones: Yeah. We always viewed this as a long-term thing. We've just launched the game. There was a lot of investment in the technology and the infrastructure. But it's not the sort of game we thought, we just launch it and we're done. It's something we want to grow. There's a lot more content we have planned: different kinds of districts. That's what we're absolutely focused on, is APB.
Eurogamer: Do you expect APB to turn you a profit in the long-term?
Dave Jones: In the long-term yes, absolutely. We always knew the first thing was to get this thing launched, get all the technology in place, get a fun game in place. Just like any game really, sometimes it takes the second, maybe even the third, like GTA, before you deliver on everything you want to do. It's just about making sure we have a good fan base to go along with us this as we do that.

Eurogamer: You've mentioned that APB is a three-year plan during which you hope to update it much like the first three GTA games progressed. How do you see it changing and evolving over that period? Will it change so significantly that it will be like you have three separate games in that time period?
Dave Jones: Yes, probably. We've often said that we have flexible city technology. Our worlds support 10-15,000 players, but as you've seen, they break down into these districts where we bring a hundred players at a time. It's at that level that we want to try and expand the game. We plan to bring out very different kinds of experiences that run alongside the game we have, as well as bolster the districts that we launched with.
Eurogamer: What kinds of different experiences?
Dave Jones: The next one is the Chaos one. A lot of people said, ‘Why can't you just go out and shoot anybody at any time?' There are lots of interesting comments about it only letting you shoot people who are opposed to you. We did a lot of testing on that and we've tested many configurations, and that's the one we felt initially was the best experience.
Once people understand the game a bit better and have some equipment then opening up a district where it is like that makes it a completely different game. People are in for a shock when they try that, just how much of a different game it is. But of course we've got to put the right mechanics in place to feel like it's got a game structure around it as well.

Eurogamer: When will Chaos be released?
Dave Jones: That'll be probably before the end of the year. We're working on that just now, and that's something we will announce, but it's not too far away.
Eurogamer: Any other different experiences you can talk about at this stage?
Dave Jones: No, not at this stage. A lot of it was we wanted to get the feedback as well from the launch, from the players; what systems they like, what they want to see more of, what kind of variety do they want to see? Until we have a big player base it's also hard for us to test things. We could test things internally, but we wanted the player base. We have something up and running now called the public test world, which is another world basically, which we've got live.
That's where we put things in to try. That's where we'll try some of this new stuff. We'll say to players, ‘Come and try out these new game modes and tell us what you think'. If we find things are resonating in that - some things will work, some things won't - we'll pull them back into a general release for everybody.
Eurogamer: How have you found working with EA as your publisher? How has EA impacted on the game?
Dave Jones: Well they haven't. We worked with EAP [EA Partners]. They came to the party late last year when we were pretty far along. We wanted a good marketing and distribution partner. It's not a publishing deal. They've been there to support us at retail.
Eurogamer: How do you feel about the support they've given you on a marketing level?
Dave Jones: I mean that's been fine. It's been a challenge because the game is [laughs] very different. I know it's always difficult trying to position something that's a new IP that's unique, a bit like Crackdown was as well. Until people actually got to play it, no matter what we said... People said, 'Ah, it's just going to be another urban-based GTA rip-off'.
APB suffers from that a bit. People weren't quite sure what it is. How do you tell people in words what it is? Until they get in there and try it, it was always going to be difficult. But they certainly helped us build the awareness for the game. Now anybody who knows about it and can come and give it a try.
Eurogamer: So you're happy with the support EA has given the game and Realtime Worlds?

Dave Jones: Yep.
Eurogamer: Let's talk about the reviews. We've seen some scores that are lower than some had anticipated. Are review scores important to APB?
Dave Jones: Not that important. I think I said months ago that I knew they'd be all over the place. Some people had too high expectations. The game years ago was initially tagged as GTA MMO, which we'd never said. Obviously people put two and two together - our history and the fact it was online - and said, 'Oh it's going to be like a GTA MMO'. I think that's set huge expectations. That's not what we were building, so I was expecting that.
Secondly, because it was so different I knew some people would take to it immediately, and some people just wouldn't. But I've never done a game that hasn't been like that, polarises opinion. I don't think that's a bad thing. When you do something different it's always a challenge. It's nothing more than I expected. Nothing more than I communicated internally to people. You'll read some people who love it one day and some people who hate it the next.
Eurogamer: I get the impression that you haven't let APB's review scores get to you too much. Some developers let them upset them quite a bit. But you come across as someone who's not going to let that happen to them.

Dave Jones: No. I remember on GTA 1, people laughed at it because it was a 2D game when Ridge Racer appeared. They laughed at the screenshots. They said, ‘These guys are crazy releasing a 2D top down game'. But once they played the game a fair bit they go, ‘Well actually it's kind of good fun'. And they saw past that. Crackdown was the same.
Every game - I think it's a bit of a curse of mine. We just try and make sure we do something different every time. This one's no different. I knew, as I say, it would be all over the place. But then again, I've got guys on accounts - we can check on how players are progressing - who have played it since October in beta, have 300 plus hours on their accounts.
I still play the game every night. It's just a great, fun, multiplayer game with a bunch of friends. It's different. It's got some marketing challenge, because it is multiplayer. You have to come with the frame of mind that it does take time to learn. It's very tactical. People assume they die a lot, it's just because the combat's not very good. They don't quite understand it. Therefore a little bit of frustration creeps in.
Eurogamer: You suggest people should stick with it and give it a bit more time?
Dave Jones: It's not for absolutely everybody. If some people are diehard FPS guys and Modern Warfare is their life, they're going to struggle to make the change. But Splinter Cell players, or guys who are in to more tactical combat, and they just love being online with their friends in a multi-player game, we're finding we're really resonating with those guys. There are a lot of misconceptions.
Funnily enough I'm just reading the Eurogamer one just now, and there are misconceptions about more powerful characters and more powerful guns. There are no more powerful characters and there are no more powerful guns in the game. But people die and they see a rating on a player. Rating has nothing to do with the kind of equipment they have. Our weapon system is exactly the same as Modern Warfare. We don't have more powerful weapons. We just have a different range of weapons.
Eurogamer: One of the criticisms of APB is regards the vehicle handling. Is that criticism fair? Can you tweak vehicle handling post-launch?
Dave Jones: No. I think this is a black and white thing as well. I don't think we need to tweak the vehicle handling. For every person who says,'‘Oh my God, I just don't get the vehicle handling in this game', I can find people who say it's quite realistic and it's skillful and you have to plan ahead a little bit. But it's not an arcade-style driving game. It was specifically meant to be fairly realistic and fairly challenging. However, a lot of players come to this game unfortunately with PCs that aren't quite up to spec. That's one of the reasons why we had the open beta as well.
This is a high-spec PC game. Handling is one of those things that, if you have a fairly poor internet connection, or if you're running the game at... I saw one review, the guy said he got 15 frames per second, and I thought, well, I can tell you right now you're not going to have a good experience with this game.
They're not going to have a good experience with any action game at 15 frames per second. You need a good spec PC. And you need a fairly good, stable connection. A lot of people have experiences from the beta, where the game wasn't finished, who haven't come back, and said, 'Oh I remember trying that game'. And then a lot of people are not used to what a beta is. MMO players are. They understand it's an unfinished game and there are a lot of things being tried out. But a lot of people who maybe have never tried an online game before had no idea what a beta was, and didn't really understand. They just felt they were getting to try out the finished game.

To be honest, in terms of the handling, no, we actually enjoy it. If you have a good connection, some of the car chases are some of the best moments in this game. But you have to be pretty good. You have to understand the use of the handbrake. You have to plan ahead. It's more realistic. It's not Burnout style driving. It takes skill to weave your way through the city and to keep on somebody's tail.
Eurogamer: Regarding the weapons, you mentioned it's a misconception that some weapons are more powerful than others and that gives an unfair advantage. You're saying that's not the case. Explain exactly what is the case.
Dave Jones: We have a broad range of weapons. When you start the game we give you an assault rifle, it's called a Star. And then we unlock weapons as you go through progression in order to build out your arsenal of weapons. However, the Star that you get right at the start is balanced in exactly the same way as a weapon you get at rating 200. Rating 200 unlocks things like rocket launchers, so it's different weapons. But there is no progression in the damage they do. It's exactly the same as Modern Warfare.
But when people die, they see he's using a weapon they don't have access to, and assume that's a more powerful weapon. What they don't realise is every weapon is situational. It's actually a very strategic game. If you get in too close range of somebody with a shotgun, you will die. If somebody takes you out from a hundred metres away with one of the long-range sniper rifles in the game, then that's just a situational awareness thing. But the very first gun you get, the Star for example, is a very powerful, good, medium-range weapon to use. Even some of the guys who have played 300 hours still use that weapon.

Eurogamer: Do you believe that people are playing the game wrong?
Dave Jones: I always feel that's a cheesy thing to say [laughs].
Eurogamer: Even if you believe it?
Dave Jones: No, I don't think it's that they're playing the game wrong. Like I say, it's just some misconceptions in some respects from the people who aren't quite getting it, that's all. It's very strategic. You have to flank people. You have to get the high ground. It's not just about running in there. If the guy's weapon that you're running into the situation has the longer-length range on it, then of course he's going to drop you. If you think, I keep trying running in and he keeps killing me from range and I can't kill him, it's probably because you may be running with an SMG and you don't have the range.
You can't just keep running in. You'll have to try and flank him. You'll have to get into the sweet spot for your weapon. That's strategic then. Know your weapon. Know your surroundings. Use the environment to your advantage. The good players are the ones that do that extremely well. To be honest, the difference in skill between somebody who's played the game can become quite different, because they understand the game well. It's nothing to do with the weapons.
Eurogamer: But there has been criticism of the matchmaking, which puts players who haven't played the game as much as others against those who have.
Dave Jones: Correct. So people look at it and say, 'Oh my God, I got ranked up against a rating 200 guy'. Rating 200 means he's played the game more. He could have lost every single mission, and if he'd played long enough he'd still have rating 200. That's how he has access to the equipment he has. But for example, you could have a guy coming quite new who is a very good action player, and he could get threat rating, which is what decides how good you are. It's how many missions you've consecutively won. It's a snapshot in time of how good you are. It's the threat that tells. And that's purely down to skill. If somebody has just won five, 10 missions in a row, he has a high threat rating.
We know and he knows he's a good player because he's just won five or 10 missions in a row. What we choose to do at that point is, if we get somebody who has a lower threat rating, because typically they lose a mission, they win a mission, they lose a mission, then they win a mission, we know he's not as good as that next guy, so we tend to pad out the numbers when we do the matchmaking.
But it's nothing to do with equipment. Equipment actually has very little impact on the game itself. It's more good players understanding the mechanics and have become very good. Especially when you get three or four of them working together as a very good group, they're a formidable match.
Eurogamer: Looking to the future, you've said many times that you want to make a console version of APB. Are we actually going to see a console version of APB? Is it something that's going to happen?
Dave Jones: That won't happen until we have a console publishing partner. That's the only thing that will trigger that.
Eurogamer: Is EA not interested, then?
Dave Jones: Well we haven't had that conversation with them, because we were EAP, and they tend to work with something that's fully funded, along the way, and just needs distribution. Maybe if we spoke to EA directly. But I think the main thing was to get this game live, look at it, see what the good points are that people like. I've often said, if we do a console one it would have to be quite different. It's a different market, different control mechanism.

Eurogamer: Will you start shopping APB around at some point in the future?
Dave Jones: I don't think it's something we'd say we'd shop around. We're going to stay heavily focused on building upon what we've got. We'll have conversations with people. If there's interest there, then of course we'd love to bring it to console. But I think, quite rightly, the console people are sitting there watching how the game does, how we build upon it, how good the service is, what would be the cost involved in running dedicated servers for console, for example, I don't think anybody's ever done that yet. There are still a lot of things they have to think about.
Eurogamer: We've heard about Microsoft being difficult when it comes to MMOs on Xbox Live. Is that putting you off?
Dave Jones: It's not putting us off. But if there's a publishing partner out there who says we'd love to do a game with dedicated servers and have a hundred players and actually have some life in the online world, then that I think... It's difficult for them to make that decision when they don't have full control over it. At least on PC we had full control. It's our servers in our data centre and there weren't any issues.
Eurogamer: So a console version isn't your immediate concern?
Dave Jones: No, not the immediate one. Our immediate concern is getting some new content out, updating the game and talking about what's coming next.
Eurogamer: Last year you went on record saying you will talk about your second MMO at some point this year. Is that still the case?

Dave Jones: Hopefully yes. Now we're still focused on APB.
Eurogamer: You have two teams though, right?
Dave Jones: We have two teams, that's right.
Eurogamer: Will we hear about your second MMO at one of the trade shows this year?
Dave Jones: We haven't even decided upon or put too much thought into that to be honest. It's effectively a project that's just quietly in development. We're just focused on APB just now.
Dave Jones is founder and CEO of Realtime Worlds. APB is out now for PC.
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Comments (75) Latest comment 2 years ago
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Won't be long till they go bankrupt.
Absolutely no way APB can make the money needed to recoup or sustain the game for any length of time.
It's mathematically impossible.
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I'm sure there is a good, unique game in there: but stuff like this makes my teeth grind. As does "sorry the driving is shonky, buy a better PC". When I hear that, I'm reminded of all those successful MMOs that have a high barrier to entry.
Oh wait.
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Didn't they give halo 3 a 10.......
(neg away fanbois)
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Right now it seems the game yearns for a wider appeal but considering how difficult it is to get an MMO onto the 360 I doubt that would be happening aytime soon. I hope this game works out for these guys and over the course of the months, maybe years, with this, they will be granted the opportunity to work with the community and together they can strive to improve APB.../cheese
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The reviews that I've seen with lower scores, have been given by a couple of people who have not actually played the game as intended. The review on PC Gamer was an incredibly poor piece of journalism - I've lost total respect for them. The guy had a huge chip on his shoulder due to the fact that he got owned when he played the game.
The game has it's flaws - but they are definitely fixable. This game has huge potential.
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Didn't realise you had access to RTW's accounts, and profit projections. Or maybe you are talking sensationalist nonsense based upon zero facts? I suspect the latter.
As far as the game goes it is OK. I am quite enjoying it, and have had fun this weekend playing it.
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The poor justification for driving is a prime example, I feel, of the whole mindset. The driving is just not fine, sure you can get slightly accomodated to it, but you just know it is not fine. Blaming the players for their connectivity, their computing equipment, their expectations etc. is just pathetic.
Overall disappointed.
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APB, in itself, is an ok game. For me, it has no glaring flaws really. The customisation tools and excellent, driving is good (As long as you don't expect it to be like Mario Kart... Its just the same as when GTA 4 came out and people complained about the driving on that) shooting is good, and so on.
I agree with what the guy said in the interview. Its deffinately not going to be what you expect when you jump into it but you should get some fun out of it, even more so if you play with friends.
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Our game isn't like that. Everyone who likes other games is going to hate it."
Shouldn't you at least have tried to address the preconceptions before releasing it? Maybe with a PR campaign that spoke to the game's strengths?
Even so, I am pretty sure that if you're designing a game that basically involves shooting and driving, both the shootign and the driving should be fun for the majority of players. Not the five percent of players with bleeding-edge PCs and 8 meg connections.
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It has an average metacritic review of 61%
Edge scored it a 7
Everyone else is scoring it 5-7.
They are rightly going on the defensive as sorry but the game is very poor at the moment and not worth paying for.
It was obvious from the beta it would be awful.
Only the character customization is any good.
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It's obviously inspired them, it's the best online game ever, and it's clear that they took some hints from it.
APB is fun. Eurogamer's review got it wrong.
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And for how long they need that amount of people to be playing and paying for a particular length of time.
And unfortunately it's not going to happen.
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Its got an average score of 6.
The review is spot on.
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I played the Key to the City event with high expectations, sure. But I gave it a chance, and kept coming back to it hoping the gameplay would 'click'. It never did. And I guess many other gamers feel the same.
A huge shame, because clearly there is an appetite for a game like this - if it is done well.
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that made me laugh on a Monday morning, thanks
About ABP, I can not play it (don't have a fancy PC) but I remember it was being referred to as the - as he said - GTA MMO and Crackdown MMO. Hardly the fault of the developer is it now? I recall an EDGE cover with the immortal words 'Halo Killer' when it did a Killzone article. The developer never used those words, EDGE did, the consumer believed it, Xbox fans screamed, PS fans screamed harder, Killzone did not score as high as thought by the consumer, Killzone is not a Halo killer. Lulz and hatred all around.
Again, I did not play APB but it sounds to me like again the consumer had too high expectations due to media coverage.
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It's a shame so many people hate it, but there's nothing like a good bandwagon.
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Have to say I was one of the people with the underspecced PC's so I found it pretty horrific , I think more of the issue they've got is that its GTA without the massive MMO bit that everyone thought it would have. Unless they increase the number of players in the instances I suspect people will feel a bit stung for paying for a Character creator (the only bit I could get to run smoothly although it was great) with a bit shooting and driving thrown in. It needs to be much more of a living breathing city to maintain an interest.
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If you read the interview he didn't say that at all.
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MMO's aren't easy to review, and i didnt think the review it got was a good review. Don't get me wrong, i don't play APB or intend to, but the review seemed unfair. If the reviewer didn't want to play it, then it wasn't for him, and he shouldn't have been a reviewer for that game. He savaged it, then get it an average score. He seemed to play it as a single player game, when it shouldn't be played as such.
Now, i doubt the game is WoW level. And it may have flaws, but MMO's evolve. A static score is worthless, and a review from a single person is of little value. If eurogamer were serious about their MMO covereage, they would have recurring 'state of the game' articles from people interesting in playing the game, letting us know how things are going. Its no good having a review, and then a few months later doing another re-review. The re-review is a patch, and a poor one, for the problem of an evolving game, and how to rate them
As it stands, their MMO coverage is pretty poor. If anything is mentioned, it generally revolves around WoW, except for a review of whatever MMO is out that month. If Eurogamer cannot review MMO's well, then it shouldn't do it at all.
There are plenty of MMO's out there, some of which may seem terrible to you or i, yet still retain enough subs to continue functioning. What does that say about the reviewing process for MMO's? How can you review the one thing that really counts in an MMO, other people?
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Is that a mix of discussion and excuse making?
Real shame, this was announced as a 360 game way back when, along with Huxley
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You comment on EG's review being spot on at 6/10, with EDGE giving it 7/10.
Then you proceed to state that the game is very poor. I'm sorry but since when did 6/10 = very poor? Unless of course you are a fan of IGN's review scale which starts at 6 and ends at 10.
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I think if anyone buys games based on review scores from Eurogamer then quite simply, you're an idiot.
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It absolutely doesnt explain itself properly. Thats an absolute fact and something they need to fix.
The matchmaking isnt nearly as weird as people think it is, but yeah, sometimes you'll just go up against people that push your shit in. It's a symptom of almost everyone playing as part of a fairly organised group.
He's also right about the weapons. Theres a big misconception with that. OH NO HE HAD A 3 SLOTTED WEAPON, comes the cry, untill you see that those 3 slots were an extra clip of ammo, 2 extra bullets in the clip, and a faster reload. Important and useful upgrades for sure, but not the crippling game breakers they are made to be. They most powerful weapon upgrades of all max out at 15% damage boost if you stack them. A powerful advantage for sure, but the fact he took 1 or 2 bullets less to kill you with a weapon that he had to chip at you with 10 times isn't crushing. And if hes winning his fights then it will match more players against him.
It's not perfect. Sometimes you'll just match up against godlike players who camp a warehouse and theres nothing you can do (VIP MISSIONS JESUS TERRIBLE)
But then it works for the most part. The car handling is heavy and skiddy, but its also enormously satisfying once you nail it, and honestly it looks great. When you see those cars sliding past you on the street, leaning into their suspension as they slide sideways around the corner, theres a real sense of drama to it.
The weapons make for a nicely tactical game. Its absolutely about position. Theres a trend to say the NTEC (an AK47 type Assault Rifle) but thats simply because its a mid range jack of all trades type weapon and get used a lot. Any of the more dedicated role weapons (SMG and Shotgun for close, burst rifle or sniper for long) will absolutely destroy it. Weapons absolutely dominate their range brackets, which makes for interesting games of agressive movement to get into appropriate firing position.
It's lots of fun pushing forward under rifle fire to get a good range for your vicious little SMG.
As for Missions? That's a mixed bag. Repetition is inherent but so many random things happen during the mission that it keeps it varied. Take cover on a given roof and think your safe for the moment? Hell no! opponent found a way to ramp his car onto the roof. Die a squishy death. Weird things happen often, and missions are usually unpredictable. Waterfront district has a famously bullshit warehouse thats stupidly easy to camp, but for the most part I'm finding people are preferring a straight fight and not abusing it. it does need fixed though because damn, theres no way onto that roof that isnt murder.
For the most part however the missions encourage you to keep mobile, with a variety of take and hold or capture the object type missions. (some of these are of a "whoever has this after 5 minutes wins" which is odd and some people hate it, but I find the unbearable tension of the last 30 seconds worth it) Many missions end with a seige gametype, but usually in position hopelessly compromised by alternate routes. Thing is that an uncoordinated team will take full advantage of the flanking opportunities. This game is brutal on uncoordinated teams, and if you are new and dont have someone skilled to cling onto, expect to get violently fucked. I don't find any of this a problem though.
What's more of a problem is that some mission types arent nearly as fun (VIP) and some of the mechanics arent well explained. For instance, Escape missions give you 2 timers and a set of lives. The mission timer varies on player counts, but is typically 6-10 minutes. The escape timer fills slowly to 3 minutes and freezes as a penalty if the criminals commit any crime. Both team have 5-10 lives (player count dependant) If the criminals fill the escape bar they win. If the time runs out the cops win. But dear god no one seems to understand the escape bar. Criminals run away, smashing over civilians and firing back at the cops. Noo! you are meant to run! keep running and running clean!
The game doesnt actually ever explain time penalties and the escape bar though. Very silly. The game needs a detailed video tutorial for EVERY mission type.
(the best thing is when criminals decide to camp on escape missions. Cops can leisurely saunter up, provoke a couple of rounds fire, and watch the time freeze as they retreat, untill the timer runs out and the criminals have barely moved their bar. You gotta run so we can have an awesome chase)
But yeah, when this game comes together it's more fun than anything I've played in ages.
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You move fast as hell and weapons dont do huge damage, so it's more a case of being in the appropriate position for your gun.
Circle strafing is present and correct with shotguns and SMGs, so its not super realistic. other weapons want to find a particular range and fight from it. It's very much a game of managing ranges, but you need to be moving fast and aggressively to do so. Sneaking around and backstabbing is also of much import.
It's interesting because it's not often in games that I watch other players ammo usage too extensively, but I spend all my time in this game ducking and weaving as an SMG user, ready to blitz the AR gunner as he reloads.
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Might give it another try at some point. If I have time...
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End of interview.
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The game is potentially tons of fun.
Of course it is great when played with a group of friends. But so is watching a shit movie, where the fun does not come from the quality of the film but from hanging around with your friends being silly.
When the game works, it works fine. If you are in a group of friends matched against people that are about your skill level it is brilliant. It is also brilliant When you face of one or two super playaers with your group and a bunch of reinforcements and it is equaly hillarious to be fighting of a swarm of weaker players.
But the game is not realistc.
Calling it a tactical shooter is a bit of a misnomer. This is not ArmA nor Rainbow Six (of the Raven Shield bent)
You have hit points, just one hit zone and rock paper sccisors weapons with partially counter intuitive properties. (the light machine gun for example is useless against people and will get you killed in almost all duels)
But yes. It is open to tactics. the buildings, the cars the open spaces are all open to some clever tactics. And if you accept and understand the very 'gamey' combat system you can do some very neat things.
Calling the driving realistic is hillarious.
It is not bad in my expirience but again it is very arcadey. I personaly don't have any problems with it. It takes some skill to drive well and the bars all drive quite differently. Car chases are often brilliant and often there are spectacualr crashes.
But the weapons are still unequal.
A three sloted weapon that does a bit more damage, hase a bit more range and is a bit more accurate on a character that takes a bit less damge is going to slaughter you.
The situation has improved as the starting weapon is actually pretty decent but a group of people with 'normal' weapons faces off against one with superior weapons the team is probably dead.
Once two friends and me confronted one lone gunman with super equipment.
We: flanked him, covered each others backs, used supressive fire and grenades. He destroyed us. Tiime and time again.
He was obviously the better player but the battle soon became farcical.
It is a strange system that makes the strong players stronger while reducing the chances of the weaker and new players.
Without the weapons slots it would work fine. The wide range of weapons suited for different 'roles' opens up some interesting tactics (hampered a bit by the random nature of the missions but there are ways around that problem) Or with weapon upgrades that bring their own drawbacks to balance out the advantages.
And the match making system does not work. Mayybe bacuase of a lack of players to chose from.
But again this is something that consistently happened during the beta. A team of low threat level people would be pitted against groups of mass murdering one man armies whose threat levels are much much higher than theirs.
Bonus points when the super group successfully calls in for reinforcements who also happen to have very high threat levels.
The EG review was spot on.
The game could be improved a lot by some tweaks.
But judging from the interview RTW does not aknowledge any of these problems.
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I still find it fun, it's a bit limited in what it asks you to do, relying more on the people you play with to provide the challenge and fun -> but such is pvp.
I keep thinking I'd rather play using a 360 pad though, for both the driving and shooting.
also, if it was on a console there would be no disparity between people with different PC systems getting better performance etc.
The Customisation is outstanding though, as most have said
The game looks lovely on full settings, though I had to tweak the settings down a bit to keep a competitive frame rate.
I'd class myself as a casual player of APB though, with an active WoW sub and my eyes still set on the horizon looking for Star Wars TOR... im happy that I wont have to keep paying for a game im not playing very often or have to unsubscribe and resub later.
I did feel he was being a little bit disingenuous regarding the weapons though.
It's very frustrating and demoralising to come to the game all fresh faced and wide eyed only to have to face down a bunch of fuckers armed with M60 heavy machine guns and Uzi's... armed only with that horrible STAR rifle, I dont believe for a moment anyone is masochistic enough to keep using that past their first hour of play.
I definitely think people who are on the fence should give it a go... maybe if they do a free trial some time after launch.
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The LMG is terrible and is only usefull for smacking cars down.
But, yeah, a player who is fully slotted will have an advantage. But the matching system will usually give a rookie or low threat player a few extra teammates to go with him. The important thing is to make sure and hit your backup button!
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edit: wait what, "it's so bad because we're playing it wrong, apparently", or comments to that effect. Did you read it? He deliberately said it's not that, that he hates that expression. Grow up and try reading, for a change.
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I'm curious however, given the instancing, and limited player counts in missions etc, what justifies the use of the term MMO in describing this game? Why the subscription? I could nip down the shops and buy Battlefield 2 for a fiver - 64 player mayhem with vehicles, team co-ordination and multiple maps. Or simply play GTA 4 or RDR online. With the exception of character customisation, what does APB offer me that I can't get elsewhere without a sub?
Also, @ mingster (I think) - could you elaborate on the figures required for APB to be successful please? I'm not having a go, I am genuinely interested, given that so many publishers / developers are entering the MMO market, seemingly without a grasp of what it takes to be profitable.
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Even if the matchmaking isnt 100% evenly balanced I find that it ultimately doesnt really matter. It's bang! here are some enemies. You kicked there ass. Bang! here are another bunch, do something different. OK you got horribly fucked. Bang! heres an awesomely balanced drag out fight. Bang! ok the guys you were supposed to fight didnt bother turning up. Bang! something completely different happens.
It just throws games at you. Sometimes they arent particularly good matches, but the matchmaking is always giving you stuff to do. It's the reverse of the usual "I shall seek a game" model. The game is constantly suggesting games for you (with the threat of the enemy displayed) and you can take them or leave them. I really enjoy that model.
I cant speak for server costs or whatever compared to other games, but theres seems to be plenty going on in the city instances to the point that I cant imagine a standard game server really coping. But, for me, it's simply a value call. I found GTA4 pretty much unplayable online. Terrible lag and warping, and 90% of the time I would try and run someone over and go through them (Since vehicles are serverside in APB this will never happen)
I'm on my 50 hours included in the box. As of now I am having fun. If I get to the end of my 50 hours and I am still having fun I'll get some more time. For me it's worth it. 50 hours of fun, on its own, for £25 quid is better than most games I buy, so no, I can't complain about the value for money on a personal level. Thats more time than I got from mass effect 2.
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In practise it ends up feeling a bit like the car actually having to turn its wheels, which basically never happens in games.
I relaly like it, to be honest. It took me a wihle, and then I realised I was doing drifts in a way I havent seen since Driver 1. That makes me happy.
If you have played Just Cause on the consoles, the control lag with a half decent connection is actually less than the controller lag in that game. (In JC on the xbox you can push the stick all the way, let go quickly, and THEN the car turns. This is not that bad)
While the driving is marmite, the payoff is sweet. Never will you see someone elses car teleport inside yours because they had a janky connection. Never will you flatten someone only to have their client disagree with yours. In a car you see the truth. This makes me happy.
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They need both servers to be full.
They hold 10 - 15K players per server.
So They need 30K Subscribers.
At the moment The servers are only 50-60% full.
Thats about 15 - 20K players.
At the moment everyone playing gets their time as part of the initial cost of the game.
They are relying on people re-subscribing.
They are not going to they will play out the free time realise its crap and no re-sub.
They need a constant supply of 20K+ players paying per month to just stay afloat.
25K+ players a month paying plus micr trans to make a profit.
Sorry after six months this will be off everyones radar.
player levels will drop and no way will they get 20K resubs a month.
Sorry the maths don't add up.
If the game was good and people were flocking to it in droves then it woulld be a different story.
They are not.
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Its call estimation. And i believe it is a skill unless you have an ajenda perhaps?
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In APB, you've got the three things, the driving, the shooting, and the character creation. Driving is core, and if it isn't, then this is a game with two things and shitty add-on they would have been better off without. Trust me, I'd have preferred shootouts between those teacup rides at theme parks over the impossibly poor handling vehicles. It isn't the fault of the lag that driving sucks, because I could shoot just fine, which arguably requires way quicker input.
In short, Dave Jones is acting like a type A full of himself dev. There's no problem with APB, people just suck too hard to play it properly.
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The sports car, while hard to get under control at first, can be driven just fine.
Which reminds me. If you go hunting VIPs and have at least three people in your team use one as bnavigator on the map to direct the other players. One in hot pursuit and the other to cut the VIPs way off.
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Because Crackdown isn't successful at all?
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This stood out for me. In an article last week, Realtime Worlds said that player ranking did not give an advantage (effectively saying there are no balancing issues as all ranks are of equivalent power). If this is true, surely open PVP should not require a rethinking of game mechanics? If all players are truly created equal, then everyone should stand an equal chance of killing each other, so no rethinking of game mecahnics should be involved, and totally open PVP should be as simple as a quick patch (with probably the option to flag yourself as PVP on/off as in things like WoW). So why the end of year projection for delivery?
Seems a tad contradictory to me.
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Rating 200 means he's played the game more. He could have lost every single mission, and if he'd played long enough he'd still have rating 200. That's how he has access to the equipment he has.
If all ranks are equal, then what is the point of having ranks in the first place? If you can progress through rankings regardless of skill, where is the sense of progression? While he may just simply be failing to adequately explain or convey his thinking process regarding the rank system, this seems to me to be a fundamental failure at properly understanding the concept of what makes ranking/levelling up and the whole matchmaking system work. Beyond this, the raft of comments from people who played the beta (displayed on comments here and in previous articles regarding APB) shows that, despite what RTW think there does seem to be a CLEAR weapon imbalance in favour of higher-rank weapon unlocks.
Ensuring all weapons are created equal, and at the same time providinga ranking system with equivalent unlocks seems pretty mutually exclusive to me. And are they really saying that someone with a pistol is evenly matched against someone toting a rocket launcher?
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My client who sells premium perfurme said to me "Hey, I want you to produce this media plan and make our campaign look great".
So what do I do? I buy this company 30,000 bin advertisements because it will be everywhere. You won't miss it. Our audince simply can't miss it.
Client says to me after "What you doing, we are a luxury product, bin advertisements aren't right".
"Don't be stupid" I say. "It's YOU that does't understand. You are thinking about this all wrong. This is why I chose bin adverts..."
Client: "No shut it asshole. you're wrong. You shouldnt have to explain shit. We have a product and our audience needs to understand it first time round. The mechanics are all wrong. You don't understand and you've alienated our audience. My product now looks shit when it had so much potential. You sir, are fired."
And that my friends is how this guy should be treated by his shareholders. Nice bloke and all...but his response is pathetic.
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Regarding the weapons, I'd agree that they're situational and a decent spread of abilities, but the advantage in the souped up ones is clear - sure, I may only be putting out 10% more damage, spread or whatever, but in a game where it all counts that doesn't make my opponent 10% less dead, at which point I can regen from my sliver of health and repeat it. It's fine to say that in theory the guy with all the posh weapons, gear and rating may be crap, but is that really likely at this stage? I actually like the slower, tactical combat that doesn't worship at the Church of Headshots, I just think it's a bit wonky in its implementation.
Combat aside, my other complaints are far less serious. Although, and I'm sure it seemed a good idea at the time, letting people write their unblockable kill theme tunes is a seriously bad idea and - with the exception of one guy who really made me laugh with X-Com's interceptor midi tune - they're almost all predictable and awful. If I have to listen to one more rendition of a funeral march or heartbeat monitor screeching at me in monotone bleeps that would make a Spectrum blush I'll... probably complain on the internet some more. If there was at least an option to turn them off - cool, more customisation! As it stands, it's horrible.
Still, I actually think the driving's implemented very well with a good range of handling amongst the vehicles with the sportier ones being a real challenge to tame, so what do I know?
Edited for spelling and clarity.
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Except for the whole nothing felt substantial at that point in the beta, before my client broke and refused to work.
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Someone here said that the damage can only be improved by 15% per gun.. thats a lot and then combine that 15% damage upgrade with improved accuracy and a higher rate of fire... sorry.. no balance, and the frequency at which you encounter people with these guns is increasing over time. It needs to be changed and people felt it needed to be changed in the beta. It seems that people compaining about the upgrades was drowned out by the usual whining tards on the forums crying about a specific type of gun they dont like (usually the n-tec 5 assault rifle in APB's case).
With regards to other comments on here...
Ranks are not like character levels in WoW, they confer nothing other than superficial unlocks and they will just increase over time. Player skill is determined through their Threat Level, this changes dynamically based on their win/loss ratio. Most unlocks are given for achieving levels (by completing tasks or killing opponents etc) with either of the two factions per side, those factions contacts or by achieving ranks in specific areas such as total kills, missions complete, time spent customising clothes, customising cars, number of arrests, number of assists and providing ammo to team mates.
Driving is absolutely fine. I hated it when i first started playing during beta. Then I got used to it, then I understood it, then I loved it.
The game doesnt need a "top end" pc, I know mine isnt (core 2 quad q9400, gtx 285, 4gb ram, win 7 64) and i play the game on full detail with no issues. Most of the friends I play with dont have top end pcs either and they say performance is good as well. Having said that, during beta i was playing on a core 2 duo e6600 and the game was unplayable (as were other games like battlefield bad company 2), when i switched to the c2q 9400 all the performance issues i had with apb, bfbc2 etc dissapeared. A lot of new games do seem to require a lot more cpu muscle than i had come to expect previously.
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Do you really want to pay more money to continue playing it?
They said it was going to be free originally apart from the cost of buying the game ..
as it bloody well should be.
Don't support this pay and play model it is not wanted.
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My source is a lot closer to the devs.
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Dave's comments about the weapons being balanced kind of annoys me....I'm not sure if he has ever played his game but someone mentioned the SMG "Undertaker" that weapon is really sick....generally a player camped inside a small building armed with one of them can take out a large team quite easily (I've witnessed it first hand). Some areas of the map are simply unflushable and there are more environment exploits in the game that you can shake a stick (the rooftop of the court building being one) at and as the player's discover these the more the game is starting to suffer.
If he believes the weapons are ballanced then he is living in cloud cookoo land. I personally use the SHAW heavy machine gun as it kills vehicles very quickly and you can zap a whole team in one swoop if they're escaping in a vehicle (and in VERY short bursts it's not bad at sub-medium range).
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I told you i knew the numbers they required and they just didn't add up.
You didn't believe me i said they would go into recievership making this game nd you all called me mad.
Well you was warned. If you need to know more about MMO player numbers and costs to make a profit and not lose fortunes i am available for hire as a freelance consultant. PM me.