The implosion of Realtime Worlds, after taking over $100m from venture capitalists, is also likely to have a major impact on the willingness of investors to put money into unproven IP in the future, and as such is likely to hurt other developers - especially startups. It's going to have a big impact on the whole industry, albeit not one that ground-level gamers are going to notice much.John Funk said:Because APB was one of the most expensive games ever produced, and examining just how catastrophic a failure it really was - and the causes behind that - are far from irrelevant?frago roc said:I fail to see how an irrelevant company who made an irrelevant game still has enough relevance to warrant a 4 page swan song.
They pretty much did the exact same thing as Ion Storm. Sought to over-develop themselves as an entity and failed at the actual 'game' thing. These guys released 1 game before taking on the task of building an Mmo, which is by definition expensive and very technical. My complaint is that the article reads as if its a tragedy for the entire industry, but the reality of the situation is that it's just a nameless company hemorrhaging money over a failed venture. Sure, the numbers are big, $50 million is a lot, but more money and less money has gone into making better games.John Funk said:Because APB was one of the most expensive games ever produced, and examining just how catastrophic a failure it really was - and the causes behind that - are far from irrelevant?frago roc said:I fail to see how an irrelevant company who made an irrelevant game still has enough relevance to warrant a 4 page swan song.
This.albino boo said:The fault with Realtime doesn't lie with a building a corporate structure but there being a vacuum at the top. You cant be the project manager of one part of your business and not manage the rest. Dave Jones should have either stepped back and and kept the company as whole on a even keel or hired someone who could.
Not quite so. There comes a point where you get so big the 'indie' mentality starts to fail. You can't just act based on the idea that everyone in the company knows each other and completely accepts the company culture when you have over a thousand employees. The trick is to know when to make the switch, otherwise you'll end up putting needless distance between the high-ups and the people actually doing the project as well as burdening the company with having to teach new hires and come up with work for them to do - as in the case we just read - or you'll end causing your company to collapse onto itself when each of its sides grows too big to communicate properly and they lose the daring edge that being inde grants you without trading it for the business foresight being a large heartless corporation grants you.Ephraim J. Witchwood said:So what you're saying is they fell because they adopted a more corporate style and the best way to go is to stay indie regardless of how big or rich you get. Makes sense to me, and it explains how Bungie keeps pumping out good stuff (IMHO).
Yea that bugged me a bit as well, I am aware that Scotland (and for that matter Britain) is not nearly as populated as the states and just looking at population size you could get the wrong idea. But that doesn't excuse failing to recognise a city as a city.Unrulyhandbag said:Annoying niggle here though,
Dundee is a city and one of the largest centre's of population in the UK, it's fortieth on the official list and will probably be in the top 25 next time the list is done as it's population is now well over 200,000.Setting up offices in the small Scottish town of Dundee
Yes, yes there is. There is a huge difference between bureaucracy adopted out of neccessity because large organizations are difficult to manage and bureaucracy for the sake of bureaucracy.Ephraim J. Witchwood said:Er, is there much of a difference? Excuse my lack of brainpower, it's almost 6 AM here. >.<
So you believe that if the game was built with a group that managed things well like Obsidion or Valve, the game would have still ended up like shit because the whole game concept was shit.Xennon said:People can look into the whys and wherefores of APB and Realtimes failure all they want, but at the end of the day, I don't think it would have made a difference if they had been managed well. The game was fundamentally flawed in that it was only fun for about 5-6 hours (in 2 hour stints) and there was no point to it.
There was no motivation for the police to go and stop criminals. Its not like stopping them mattered at all, they didn't go to prison, it didn't make the city safe for other citizans, it didn't do anything. Likewise for the criminals, their only reason to exist was to shoot police and give them something to shoot at. The whole game revolved around getting more money to get a bigger gun to get more money to... oh, now i'm bored!
Sure, a lot of MMO's have this problem, but at least they have challenging, team based end game content that gives a point to all the leveling before it (if there is a challenge to overcome, especially as a team, people will try it) but APB had nothing. You just did the same thing over and over and over for no reason whatsoever.
Anyone who wants to see a police vs criminals system implemented well should go and play Face of Mankind. In many ways its a terrible game, but if you give it a chance to get into it, some of the coolest things can happen to you in that game. Any game that allows players to send other players to prison, and then another group of players to try and break the criminals out of prison, while the police have to always man and defend to prison to ensure that doesn't happen, is pretty cool.