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All points bulletin why it failed

2022.01.07 19:17




















User Info: St0Ne4Ge. I agree with that list, the biggest fail of them all was that they released the game way too early. The forums were split down the middle with fanboys saying " we don't care if its not finished just give us it now we can't wait blah blah " Then the other half saying "its not ready wait a couple of months, its needs alot of work before you start charging monthly fees" Imo its ironic that the very people who liked APB the most and were blind to its many flaws played their part in ruining the game long term just as much as the greedy scumbags in charge of the money.


When you look at it all though APB was destined to fail, RTW were incompetent and way out of their depth with this MMO, progress wasn't being made quickly enough and the fundamental design of the game was unbalanced. I was in one of the first waves of beta testers and throughout the whole closed beta the only "big" changes i saw was an interface update and many weapon balances, most of which went horribly wrong.


I also agree that San Paro was extremely bland and had absolutely no unique character other then the players themselves. There are as many odd numbers as there are numbers.


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If you can't at least cater to them somewhat, you can't expect a high volume of players, which directly equates to revenue earned. The best they could have done was extend the beta for another month while they worked on those issues. Given that they probably wanted to save money and take the "social game" approach and let the game spread by word of mouth, a little more PR or marketing during beta probably would have helped garner higher launch numbers. A little more "coming soon!


The world of APB was artistically bland, empty, boring, dull, and ugly, imo. Realtime games company collapses. Published 13 September Published 6 September Published 17 August Published 29 June But to be honest, if you don't do it, you'll never know. So for me it's one of those classic ones… Yeah, we got some things right, but we got some things wrong as well with it.


I still think a game like that will happen. I just think it was a really high spec in terms of the client, and the networking technology for doing dynamic open world games, the networking still makes it really hard to do that. That's why I think MMOs and such tend to be still kind of turn-based behind the scenes. They're not really great at fast, dynamic stuff. For me it was a great learning exercise.


There was a lot of good stuff in there and I think a lot of games will benefit from that knowledge. Eventually, technology will let us build that truly dynamic interactive open world that supports many, many players. It was good.


Some of the takeaways were… It was definitely too focused on PvP, which is really hard. I do love players as content. I think it gives you tremendous variety. But players definitely need a release where they can get away from other players and just do PvE stuff.


That's not for everybody. It is hard, when you're always against other players, because it can be rage-inducing, fighting other players all the time. Would you say that the design was really interesting on paper, but the technology maybe wasn't necessarily in place to support it? Jones: Yeah. Certainly the backend. Like I say, on the frontend, the client specs were pretty high as well. It was pretty demanding to have players all fully customized with vehicles.


It was a big ask. But with all these big game projects, you're trying to develop something that you know is going to come out in three or four years. You're trying to guess where the market is going to be. That's one of the down sides of PC, a little bit. You're trying to be in the right place at the right time. We certainly got that wrong. But like I said, there were a lot of good systems and a lot of good learning that we went through with that.


Some of the great things… I think the customization system is still one of the best ever.