Realtime Worlds restructures

Future project downscaled to provide "100% support" for APB post-launch

Scottish developer Realtime Worlds has announced it is to restructure following the release of its online game APB: All Points Bulletin.

In the short term, staff headcounts on APB will increase, as part of a pledge to provide "total support" and create future content for the multiplayer urban shooter. Post-release marketing will also see a boost.

However, some redundancies within the company are expected as development priorities shift, with an undisclosed second title being "downscaled" in order to better focus on APB's future.

The studio claims it will nonetheless be recruiting in other areas, particularly "post-launch" roles. Positions available include a new Design Lead, with the successful applicant being expected to "Review and drive improvement to overall game quality and structure."

While Realtime Worlds' CEO Gary Dale said that APB received a "great reception from consumers and we’re immensely proud of the game the team has produced," many reviewers have not been as kind.

This led to project lead (and GTA creator) Dave Jones defending the title in a recent interview with sister site

Stating that the game's servers were 60 per cent full during launch week and that the game remained a long-term investment, he attributed lower scores - including Eurogamer's own 6/10 - to "misconceptions in some respects from the people who aren't quite getting it."

Following the announcement of the restructure, Gary Dale added "We now have to focus our efforts and resources on running APB as a 24/7 online live operation, creating new content and services for the future and ensuring the best possible experience for the players."

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Latest comments (5)

Terence Gage Freelance writer 11 years ago
I haven't read the Dave Jones interview on Eurogamer yet, but I did read Rob Fahey's review, and I don't think you can pass off his comments that the core driving, shooting and matchmaking were lacking as "[not] quite getting it."

However, I hope RTW are able to regroup and come back stronger. I would hate another British developer to enter financial troubles.
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Ken Addeh11 years ago
Just to summarise the Dave Jones Interview. He seemed quite defensive on the questions focusing on the gameplay. In a nutshell he states that its the player's problem if the handling isn't good on driving and if they continually die against more experienced players.

I was in the beta, and there was a LOT of in-game talk about hoping that RTW would fix the driving and matchmaking. Many players were being steamrolled constantly because they'd be thrown up against players that were a higher rank, which meant they'd played the game more and were potentially better, also, being a higher rank meant you had unlocked 'upgrades' (which wasn't mentioned in the I'm not quite sure if its in the retail release). These upgrades would always give you the upper-hand if you were up against lower ranked players.

Still yet to try the game in its entirety but from what I've read, its not any different from the beta.

Edited 1 times. Last edit by Ken Addeh on 8th July 2010 6:37am

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Richard Gardner Artist, Crytek11 years ago
Its very nice to see the guys getting behind APB for content, I have been playing it myself and feel its a fairly solid MMO. The game is just enough for me to stick with it as I feel with content on the horizon the game could be something special. What you have now is very much the basic beginnings, the possibility are endless.
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Show all comments (5)
I think some additional tweaking with APB to ensure lower ranked players dont get totally annihilated can help ameliorate the instances. In Uncharted 2 multiplayer, some early unlocks used strategically can still get an impressive amount of kills against some superior higher ranked players.
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Phil Elliott Project Lead, Collective; Head of Community (London), Square Enix11 years ago
I'm always reminded of the Eve Online story when it comes to MMOs starting out - a game that really did start off small and grow in the right way. It's doing great today, and as a result CCP is a serious player in the space - with revenues that have allowed it to enter the console market with DUST 514.

However, Eve Online's launch was at a time when the MMO space also looked very different - expectations were lower, a small, stable user base was enough to keep the wheels turning... and WoW didn't exist.

These days there's a big spotlight on every MMO launch, and the grace period is much, much shorter. Realtime Worlds has a much bigger wage bill than CCP did when Eve Online launched - but they've also managed to raise more funding as well.

So, RTW will be hoping that the current userbase will see the potential and stick around, long enough for additional content to hook them further - and then positive word of mouth and more marketing will increase that over time.
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