APB Closing Today

Welp, that’s all, folks.

Despite interest from 300 interested parties, none of a final shortlist of six were “comfortable with buying it as a live operation,” Les Able, spokesperson for Begbies Traynor, told our sister site GamesIndustry.biz this afternoon.

Able added that “staff had been told what the position is”, and the online multiplayer title is now expected to be shut down within the next 24 hours.

This may have already happened, as the eu.apb.com and na.apb.com websites are already offline. The online store is still up as of this writing for you to buy the game and in-game points, though that may not be the wisest of investments.

APB is the shortest-lived MMO ever, having launched on June 29, 80 days ago.

Ex-RTW technical lead Luke Halliwell on his blog yesterday blamed the community team for APB’s failure. Nope, not joking.

Stern-sounding codes of conduct were emailed around that, whatever their intent, in practice scared many developers away from interacting directly with our users. Not to worry, though, because our Community team was on the case! Except if a forum post was about a bug, because that wasn’t their area … bugs were for Customer Support. Who, naturally, didn’t read the forums … because that was Community’s job!

I can see how these rules make sense for big, established online games. Codes of conduct in-game to prevent developers abusing their inside position for in-game success. Codes of conduct on forums to prevent accidental PR disasters. Clear divisions between groups and processes for reporting bugs to ensure smooth handling of large volumes of data.

But these are all problems that successful games have. We had a different problem – engaging with our community and getting people to give a shit about our product – and all these rules and divisions just got in the way.

Actually, “getting people to give a shit about your product” is a bit more core an issue than finger-pointing over who gets to play forum warrior.

As my *fair*, *balanced*, and *not at all a pack of wild mongeese* community of readers has already noted, Halliwell’s followups are far less, um, fingerpointery and delve more into structural issues that plague most projects you shovel money into hoping delicious development candy comes out

When we received the initial $30m to develop MyWorld, management literally reverse-engineered a “hiring curve” (a graph of team size against time) from 3 parameters: the budget available, the desired launch date (set by the investors), and our internal figure for the maximum rate we were able to hire people at (this was the only good part of the plan – Dundee put the brakes on for us!). There are obviously far better ways to plan a project, and I could spend a whole post discussing just that, but for now I just want to focus in on the unquestioned assumption that we should set out to spend all the money.

This attitude infected our company culture at many levels. Almost everything we did, we sought to throw people at, and our hiring created inefficiencies all over the place.

Along with political turf wars…

Opposed to Red was a group that for the sake of argument we’ll call Blue, with diametrically opposed views. Quietly and subtly, perhaps without many in the organisation noticing, these two groups fought for the company’s culture. Ultimately the Blues were destroyed. While probably numerically greater, they held less org-chart power and were forced to work hard for even small concessions. And while the Red relished the meetings and political fighting, the Blue were passionate about getting on with real work, about making our product better, and for the most part gave up the fight to focus on that. The Red weren’t averse to dirty tricks either, such as paying a key Blue to leave (that’s org-chart power for you).

…and having a CEO who can control people with the power of his mind.

The Reality Distortion Field was a double-edged sword for us. I’m pretty sure it was a big part of us raising $100m. It also obviously contributed to our complacency. If anything ever reached crisis point, Dave was always, always able to convince people that everything would be ok. I think at times this prevented us from actually taking problems as seriously as we should have.

I don’t blame Dave for that though; it’s a brilliant skill to have and I don’t think he ever wielded it maliciously. We were the fools for not staying hungry.

  • http://Website Owen Morgan-Jones

    Bit harsh on Mr Halliwell there I think Scott. I read his comments as blaming a company wide culture which put people into silos with limited communication. That is, he’s blaming the structure, and the sets of top down rules that stopped devs doing X or community people doing Y, rather than the community team specifically.

  • http://www.facebook.com/mwisconsin Thomas Valley

    Boy, I was going to contest you on that “shortest-lived MMO ever” remark, but it turns out that Fighting Legends Online was live for 120 days, even though there was no one behind the wheel for nearly half that time.

  • Scott Jennings

    > Bit harsh on Mr Halliwell there I think Scott.

    I didn’t see his three followups before posting this, but yeah, pretty harsh. Admittedly he does not have the gold star for “everyone but me on my team screwed up” post-mortems, but there are a lot of fingers pointing outward in his writing, and none too many inward.

  • http://www.slydesblog.com slyde

    this is really sad news.

    i had such high hopes for this game, but decided (for once!) to wait a few months before i jumped in.

    my 50 bucks still in my wallet thanks me.

  • http://Website Adam B

    Erm. He’s pretty tough on himself in the followups, Scott.

    And I think that he rightly places the blame on RTW in general for making a shitty game, not PR or marketing for “not getting people to give a shit about their game.”

  • http://www.gasbanditry.com Gas Bandit

    Man, and I thought Auto Assault had a short lifespan… but it apparently went a whole year.

    How long did WW2O go for? (googles) dear god it’s STILL GOING?

    Hell, next you’ll be telling me that Whamadoodles Online is still pulling in subscribers.

  • http://luminance.org/ Kevin Gadd


    Scott Jennings:

    > Bit harsh on Mr Halliwell there I think Scott.
    I didn’t see his three followups before posting this, but yeah, pretty harsh. Admittedly he does not have the gold star for “everyone but me on my team screwed up” post-mortems, but there are a lot of fingers pointing outward in his writing, and none too many inward.

    I don’t know how you could possibly read his posts that way without living in a parallel universe. He enumerates a long list of structural and individual failures in relatively clear, level-headed English without particularly strong bias, and acknowledges his own failures where they factor into the picture. Almost all of the problems he describes are problems I’ve seen myself and the results he describes are not hard to imagine. I’m kind of shocked that someone with your history would bash him for being mean to community managers instead of sharing some of the insights from his posts with your readers. Gotta protect your own, I guess – CM solidarity!

  • Scott Jennings

    I’m a community manager now?

    (pause as every CM in the industry starts laughing at the thought)

  • http://Website Jeremy Preacher

    *snicker*

  • Scott Jennings

    Leaving off the followups (which are far less contentious) is a fair cop, though. Editing now.

    It’s hard to read the “Red vs. Blue” political warfare story though without thinking that someone really, really believes they can do no wrong, ever.

  • http://joshdrescher.com Josh

    Regardless of who is ultimately to blame, I think we can all agree on who is currently the most racked with regret:

  • http://Website ExRTW

    That human avatar video is fucking embarrassing. I am thoroughly ashamed to be even tangentially associated with it.

    And I’ll just chip in with those defending Good Mr Halliwell. I think he kept his powder reasonably dry, all things considered. It’s difficult to do any kind of a post-mortem without some kind of implicit criticism of others, I don’t think he was meant to be harsh on the community team – God knows they were given a totally impossible task.

  • http://Website tecnocris

    Hey gasbandit, WWIIOL is still going very strong, updates constantly. I have a feeling its only going to be outlasted by WOW

  • http://Website Aufero

    I prefer to think of myself as a rabid wolverine, thank you very much.

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  • http://Website ethereal.wolf

    “the desired launch date (set by the investors)”

    i’m not a developer but it sounds like a bad idea to be letting investors dictate launch dates.

  • http://Website Jon Hanna

    That’s terrifying. :)


    Scott Jennings:

    I’m a community manager now?
    (pause as every CM in the industry starts laughing at the thought)

  • http://Website bobdole

    World War 2 Online wins Again

  • http://Website Arcadian Del Sol

    once upon a time, I would salivate at the potential of a story like this. With the passing of time and the personal acquisition of wisdom and experience, I can only feel sorry for those who put their hard work and time in to such a monumentally bad video game.

    okay so I still have a little more yet to go…

  • http://Website Iconic


    ethereal.wolf:

    “the desired launch date (set by the investors)”
    i’m not a developer but it sounds like a bad idea to be letting investors dictate launch dates.

    It’s less terrifying than not getting investors at all.

    In fact, I can’t imagine handing over a wad of cash for development of any project without having some idea of when the thing is going to launch. Else you risk winding up with vaporware.

  • http://geldonsgaming.blogspot.com/ geldonyetich

    Damn, glad I didn’t toss $50 + tax down that black hole. I was tempted for a bit simply because the game was quite glamorous and technically impressive, I even thought the driving mechanics were fine once you factor in the inertia, but in the end I balked from the purchase simply because the shooting mechanic (and you spent most of the game shooting at things) was so ridiculously hard to use.

    I flamed the game, but I didn’t wish it to fail. They made the classic mistake, they borrowed far more money than the game had the wildest dreams of recouping, and plunged straight to studio hell in a gilded handbasket.

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  • http://Website Gx1080

    “In any case, I don’t think specific design flaws were the root cause of our problems. While it’s true that without them, APB probably could have sold much better and I wouldn’t be writing this piece, it would be a very lazy attempt to explain our failure. It would be tantamount to pointing the finger at a small number of staff and saying “it was all your fault”.”

    So, you got 100 MILLION DOLLARS and only a small number of staff was dedicated to your core gameplay? God damn dude, that’s retarded.

    Oh, and the whole “not listening to your beta playtesters” is something that people do over and over again. That happened in Tabula Rasa too, for choosing an example.

    Apparently, those 100 million dollars were expended in (as I guessed) hiring corporate dipshits of the nebulous art of management, that being professional bullshiters with hands softer than the Palmolive lady (to borrow a phrase).

  • http://Website VPellen

    Steve walks warily down the street
    with the brim pulled way down low
    ain’t no sound but the sound of his feet
    machine guns ready to go
    are you ready, hey, are you ready for this
    are you hanging on the edge of your seat
    out of the doorway the bullets rip
    to the sound of the beat

  • http://Website Vetarnias

    “Oh, and the whole “not listening to your beta playtesters” is something that people do over and over again. That happened in Tabula Rasa too, for choosing an example.”

    Beta might still be useful if:

    1) Playtesters were truly dedicated to improving a game, rather than looking for loopholes and advantages to be used post-release, in which case pointing them out becomes counter-intuitive; and…

    2) They knew anything about actual game development. By this, I don’t necessarily mean knowing computer programming, having a practical knowledge of the industry, or being well-versed in the theoretical literature; I mean, at its core, being *logical* — for example, taking the time to extrapolate on one’s reasoning to consider adverse consequences of what you are proposing. As most forum posts propose changes based on whim, very few players seem to bother doing this, which gives developers little incentive to start listening to them;

    3) The concept of beta had not been turned into yet another step in the hyping/promotion of a game, especially when studios have, in at least one case, stooped to offering beta access to anyone who pre-ordered the game (Mortal Online was prepared to go up to 10,000 people); or…

    4) Betas existed in more than just name, where the game is ostensibly live but the developers insist it’s still in beta just to be forgiven its bugs and faulty mechanics, while relieving your wallet (a dead giveaway is having RMT in place; if you’re charging, it’s not a beta). Now games could claim to stay in beta forever and we’d be hard-pressed to find a difference. Earth Eternal, for example, was still officially in beta by the time it went down, despite having been ten months in existence and with RMT in place.

    Short version, nobody cares about beta anymore. And those few developers who might still find a use to it find it’s been hopelessly corrupted by greedy studios and gamers with a surfeit of entitlement.

  • http://Website gyrus

    +1 Vetarnias. Vetarnias’d

    (er…. sorry…I just watched all three series of “The Guild”. Nerded’d)

    I would add that Fanbois make crap Beta Testers.
    You want people in Betas who will actually say “No! This is crap…and here is why.” (Point 2 above)

    And you want to be prepared to listen to what those people have to say and be prepared to make changes – big changes if required – based on that.

  • http://forsakenworldhq.com/ Sebastian

    The shortest-lived MMO ever, that’s an achievement right there. Just another example that if you develop a game and what it to be successful, than you should listen to the players.

  • http://unsubject.wordpress.com UnSub

    The issue here wasn’t listening to the players. It was launching with nearly $0 in the bank. The expectation that APB would sell so well that all that cash would just come flooding in and recharge the coffers.

    I wonder exactly how many copies of APB that RTW would have needed to sell to stay open. 130k obviously wasn’t enough, but how many players would APB have needed to keep 300+ people employed?

  • http://Website Tol Ondro

    The whole organizational fiasco story rings quite true from my experience.
    I’ve seen now quite a few times how empowering people without strong core competences in whatever it’s actually being done is awful.
    They try to manage by some book what can’t be managed, organize what shouldn’t be organized, bureaucratize everything and just engage in politics and sow discord to the point that you can’t get any work done at all because the most mundane step depends on 10 different people of wich you are forbidden to talk to 6 and can’t stand 3 of the remaining 4.

  • http://Website Fow

    I fear PB has upgraded his death touch to lower the cooldown -> http://www.massively.com/2009/06/04/e3-2009-apb-gets-the-paul-barnett-hype-treatment/

    SW:TOR, watch out!

  • http://n3rfed.blogs.com Cosmik

    Possible last second of the last minute purchase – by Epic.

    “UPDATE: Epic Games has emerged as a possible contender to make a last minute swoop for the title, and while a spokesperson for the company remained coy on the opportunity, the move wasn’t ruled out, either.

    “Mark [Rein] absolutely loves the game, everyone loves what they saw,” Dana Cowley told the BBC. “We’ve got our hands full of Gears of War 3, Bullet Storm and the recently announced Project Sword. If any talks like that are going on, then they would be confidential.”

    Fresh speculation – if any move does go ahead – links original APB creative director and former Realtime Worlds figurehead Dave Jones with a move back to the project under Epic’s banner, no doubt fueled by his move to the US and close friendship with Rein. “

  • http://Website Anticorium


    Sebastian:

    Just another example that if you develop a game and what it to be successful, than you should listen to the players.

    WoW and Farmville clones it is, then!

    …wait, you meant that you should listen to what players say they want in a successful game, instead of listening to what players prove they want by spending money in games that are already successful?

  • Arrakiv

    I want to add something to this discussion, but I am still lawling at the idea of Scott as a CM. ;-)

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  • http://Website ToeJob

    It’s always real damned easy in hindsight to say where the problems came from, this bullshit as using beta for publicity only has to stop. What’s happening here is investors see this and then shy away from anything that’s not sucking on WoWs teet so we’re forced to witness clone after clone do it wrong.

    I’d love to see a list of the smaller studio games like the crew that made Fallen Earth, it has shortcomings but they’re working on it like they give a shit. I’m still playing Dragon Realms, a Simutronics MUD because there isn’t shit out there worth playing in my opinion. Because nobody wants to compete with the WoW juggernaut they have all but announced they put the axe to Hero’s Journey to whore out the Hero Engine instead.

    Meanwhile, WW2OL is still taxiing to victory.

    /pissing & moaning

  • http://Website Gx1080

    Well, nobody has gone broke by doing a F2P WoW close.

    So yeah.

  • http://Website Octopaganini

    “Well, nobody has gone broke by doing a F2P WoW close.”

    Please Google: Earth Eternal

  • http://Website Gx1080

    I said WoW clone, not furry land.

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  • http://Website Mist

    They hyped this game at trade shows instead of actually advertising it to the public. That might have been the first problem. It sold well on Steam, and Steam was the only place I saw adds for it. Regardless, they were never going to make back the 100 mil they squadered.

    How it cost so much money to make a game with 2 and a half zones and no PvE content, I will never understand. That should be the real issue here. That money had to go up in smoke at some point in the process.

  • http://geldonsgaming.blogspot.com/ geldonyetich


    Gx1080:

    Well, nobody has gone broke by doing a F2P WoW close.
    So yeah.

    In Alganon’s case, they ended up with Derek Smart for a developer. Better or worse than going broke?
    In any case, the larger point to bear in mind is that nobody who has cloned WoW has done significantly better than anyone who has cloned EverQuest.
    Cloning WoW is largely considered a fool’s errand these days, but the armchair developers love to pull the “they should have cloned WoW card” on anything they don’t like which didn’t.

  • http://Website ToeJob

    I’m curious though, it’s a shortcoming. Does anyone remember Simutronics or know about the vaporware that is Hero’s Journey? Duke Nukem Forever getting picked back up makes a little bile rise in me when what I consider what was could have been great being left to die.

    Better yet, anyone who posts here ever played Gemstone or Dragon Realms? I said above that I play a MUD “because there isn’t shit out there worth playing in my opinion” but truth of the matter is I still have yet to see a game beat the complexity Simutronics put into it. Thus the fanboy pining for what won’t happen.

    I assume it would be difficult to attach graphics to a lot of the systems that work for some MUDs but I’m spoiled I guess. The Hero Engine is being used to develop a highly hyped upcoming MMO and allegedly there are a few being developed with it at the moment.

  • http://Website Lee Quillen

    Scott, Just curious. Are MMO companies using schedulers at all in your experience. I mean someone who’s job is solely using a piece of software to compile a schedule and hold team meetings to get reasonable ideas of manpower and time management?

    It seems like they don’t as I read time after time about companies looking like they were surprised at how much longer and more expensive a project turns out to be than they expected. Seems like the development of a modern day MMO has grown enough that such a position would be necessary, but I get the impression they still just hire and plan as they go.

  • http://Website Vetarnias

    @Geldonyetich

    How fitting. I follow that link, in which Jack Emmert says that WoW has cornered the subscription market, and what do I read in the other titles? That Pirates of the Burning Sea is also moving to the F2P model.

    Where the “WoW has captured the entire monthly subscription market” logic bothers me, though, is that it seems to have been extended to each and every game in each and every genre. Can you really say that the prospective player base for, in Emmert’s case, Star Trek Online, is *exactly the same* as World of Warcraft’s? If you drew me a Venn diagram of both groups, how much overlap would there be? Probably much smaller than for Conan, Warhammer Online, or any other fantasy MMO; so if you like fantasy MMO’s and spurn the contamination of your games by RMT transactions, you’re probably screwed.

    But STO? I know that we’re now working in hindsight, and that, based on most accounts I’ve read, STO failed because of design decisions, not because of its model. Maybe there would not be enough STO fans who weren’t also fans of WoW and who, facing a decision as to which game to pay for, would stick with the devil they know; but I don’t believe that there wouldn’t be enough Trekkies who play video games and don’t care about WoW to sustain a well-designed, moderately funded subscription-based Star Trek game. (EVE managed it, after all, with a space game that didn’t have a major franchise to back it up.) But in the light of STO itself, Emmert’s words have become a self-fulfilling prophesy: “It’s not our fault, it’s because of WoW.”

    So you get people actually praising FarmVille, and saying that should be the new model. Congratulations are in order, I believe?

  • http://geldonsgaming.blogspot.com/ geldonyetich


    Vetarnias:

    @Geldonyetich
    based on most accounts I’ve read, STO failed because of

    Hold up, by “accounts” do you perchance mean “armchair game developer rants” and by “STO failed” do you perchance have a good definition of “failure” beyond “I didn’t care much for it?”

    Me, I tend not to chalk up a game as a failure until the company goes under or insiders of that company reveal it did not meet their expectations.

  • http://Website VPellen

    You know, back when I was a young boy and a game fell flat on its face, we used to attribute it simply to the fact that the game was shit.

  • http://geldonsgaming.blogspot.com/ geldonyetich


    VPellen:

    You know, back when I was a young boy and a game fell flat on its face, we used to attribute it simply to the fact that the game was shit.

    I know – then along comes casual-friendly mechanics, and suddenly a game being shitty appears to be a point in its favor.

  • http://Website Vetarnias

    @Geldonyetich

    Well, considering very few people would consider lucky to have direct access to the minds of Cryptic’s executives, it would have to be “armchair game developer rants”, as you would call them — your own included among them.

    I didn’t care much for STO, to the point where I never even considered playing it (quite sure my computer can’t play it anyway), but if I measured failure according to how much I cared for the game under review, then both World of Warcraft and EVE Online would be failures. I see plenty of faults with both, and I’d go in full armchair developer rant mode if you wanted to debate a question of design, but business failures they are not.

  • http://geldonsgaming.blogspot.com/ geldonyetich

    I’m quite happy to say that a game has “failed to entertain me,” and no doubt I’ll have a long armchair rant to vent how disappointed I am that I wasn’t entertained. However, I think it’s important to bear in mind that my opinion is subjective, your mileage may vary.

    If we’re going to stay “the design is failed,” it’s still too ambiguous:
    * If a design as technically failed, than STO crashed and burned with inoperable servers. It did not, though I’d not be surprised to have seen a hiccup or two.
    * If a design failed to innovate much, you’re going to have to tell me how it failed to innovate.
    * If a design failed to capture its intended fanbase, you first have to establish that this did, in fact, happen, and second you have to establish that this is the fault of the design rather than external factors the sign could have no influence over.
    * If a design failed to entertain you.. well, that goes back to the previous paragraph: it’s subjective.

    So, which of these “failures” are you referring to when you speak of Star Trek Online and how it invalidates Emmert as being a credible source for identifying that emulating World of Warcraft produces no real advantage (as we can verify by looking at the subscription numbers of the MMORPGs that have)?

  • http://Website FeverDream

    ToeJob -

    I played Simutronics games for years, then was hired as a GM and eventually worked up to being a senior GM.

    The games themselves were certainly wonderful on a lot of levels, but I never, ever believed that Hero’s Journey would see the light of day. The company had too many internal weaknesses. Good people, for the most part, but some significant management and infrastructure problems.

    I won’t say anything further because I wanted only to share a personal perspective, not slip into the realm of trashing or gossip.

    I do agree with you in wishing that more games had some of the depth and complexity of Simutronics’ offerings. I’m not entirely convinced, though, that the environment in GemStone or DragonRealms can be effectively translated into large-scale MMO settings.