The Rise and Fall of Realtime Worlds - PowerPoint PPT Presentation

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The Rise and Fall of Realtime Worlds

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  1. The Rise and Fall of Realtime Worlds

  2. Begining • Est 2002 • Dave Jones, Founder of DMA Design ( tell about jones ) • Colleagues from rage software • Around 40 people • Developing crackdown

  3. Crackdown • X-box / XBOX 360 • Open world • Feb 20 2007 • Publisher Microsoft Game Studios •  bundled Crackdown with an access code to the multiplayer test version of the much-anticipated Halo 3Beta • Metacritic 83/100 • Sold 1.5million in 6 months • Several baftas

  4. Post Crackdown • Co-designer Billy Thomson left • Formed ruffian gameswith ex employees • Worked on crackdown 2 • Due to success of Crackdown, investmens more than $50 million for MMO APB

  5. Apb • Open World MMO, Action • APB was planned as early as 2005, initially as a Microsoft Windows and Xbox 360title, but PC • APB launched on June 29th, 2010 • High investment • 5 years dev time • Team size (200?)

  6. Project MyWorld • project is an opened world MMO plarform, aiming for a fully customizable world which will be a mixture of user contents and the environment based on the real world data. • 60 member team • unfinished

  7. Warning signs •  And then RTW let all the contractors go early • first hint we got was, a few months before APB launched, the company started, quite bizarrely, to make cleaners redundant • Review embargo • Poor reception • Servers empty • Letting myworld staff go

  8. Fall of apb • On 16 September 2010 Realtime Worlds announced the shut-down of APB • Why the game sucked • Weapons unbalanced • Vehicle handling • Poor matchmaking • lag • Reasons • Poor money management • Servers • interdepartmental antagonism • Effect • Loss of 150 jobs

  9. Post RTW • eeGeo picked IP and assests for MyWorld £1.1 million • £1.26 million GamersFirst allegedly paid for APB. • Hire Dave Jones as Advisor for APB:Reloaded

  10. Thank you