| (Image from GameHavoc) |
Realtime Worlds is in a whole world of trouble. All Points Bulletin, their big flagship project released back in June, siphoned the life out of them to the point of 'administration' (a.k.a. bankruptcy). Some interesting reading is featured in an ex-developer's blog posts, composed of not one, not two, but three parts, with claims of a tying conclusion to follow. The scope of Luke Halliwell's musings well exceed what I had personally observed through the on-going development, testing and eventual releasing of All Points Bulletin.
Luke discusses a lot about the internal corporate issues that stifled APB development. A nutshell take is that the big business structure for what was a little company was an ill suited fit that contributed to inefficiency. This is all of course locked away from the prying consumer eye. The only issue with the developer that I have personally witnessed (and could possibly have encountered) is a seeming lack of connection between the community and the developers. I had personally emailed official RTW support on multiple occasions with mannered queries, but never obtained any response. Forums were well alive, but the forum community managers only really involved themselves deeply when the payment-model bombshell dropped on the community.
And how devastating that payment model was. While any reasonable and rational consumer would expect (and thus not mind) a pay-to-play model, the developers had built up beliefs for a buy-to-play approach. While in the strictest sense, it was 'possible' for a player to play the game without regular payment, any core content would needed to be earned through very successful player-market engagement. To call APB plausibly 'buy-to-play' in the long term is like calling EVE Online 'buy-to-play'. Possible but anything but definitive.
With the community up in arms about the nickel-and-dime payment for a game called 'buggy' and 'unfinished' by the critcs within the testing community, we all foresaw a rough landing. Launch day rolled by, and the community's lukewarm reception was what started this dangerous trek to where Realtime Worlds and All Points Bulletin stands now.
It's very disappointing. An ambitious game if there ever was one, dying faster than any of the other lackluster and derivative MMOs. What does this serve to tell the industry? That WoW-clones die, but not nearly as fast as something original and creative? That developers should stick to tried and trusted formulae than invent their own? These are what the many may see and assume on face-value, and are of course the wrong lessons to learn. APB's consumer support died because of a terrifying community mishap, and their ability to rectify it was muddled by a 'too much bureaucracy, too soon' within the developer. I'm not trying to defend APB to be a stellar game, for it is flawed on various degrees, but it held legitimate, good ideas. To die so soon, it shouldn't happen - at least not like this.

