Well, I honestly think APB is a game ahead of its time in some ways. It needed to be done five years from now, because right now what they tried to do just doesn't work on enough people's hardware. They should be applauded for doing a game with such customisation and technical challenge. Alas, the gameplay is not on par with the environment, and should have been addressed long before release. They could have done so much more with the persistent world they had.
A shame that most of the time when games try to innovate, they fail in just enough ways to make gamers go 'oh this isn't what I expected, it must be rubbish', and hey presto, no income. One of these days the games industry will just be pumping out clones and we'll all be complaining that nobody ever innovates any more. Heck we might already be there; almost all the hyped releases this year on the PC are sequels...
I'd like to hope that someone will take up APB and make it into the game it should have been at release, but I doubt it.
Steve5513 said:
I would have bought APB if it weren't for the crappy payment method.
What? You got:
*) a monthly subscription or
*) buying hours cheaper if you don't game enough for a month to justify the monthly sub or
*) selling good designs in-game and earning points to pay for game-time 'free'
and that's with the social district time being free regardless!
This was the first innovative payment model we've seen from MMOs since EVE's GTCs traded for in-game currency; crappy isn't the word to apply. Unless you actually meant 'I'd have bought APB if I didn't have to pay for it at all', in which case that's a completely different complaint and I misunderstood you.
Either way, something has to pay for lots of servers running all the time, and NCSoft's GuildWars model works only because they have lots of games funding their infrastructure (and ArenaNet's investors took a leap of faith). RTW very clearly didn't have anything like the financial backing to run 24/7 servers at a loss until the game succeeds.