Realtime Worlds to shut All Points Bulletin in one of gaming's greatest flops

Game makers almost never turn the lights off on a massively multiplayer online game because they’re a license to print money, thanks to all of the subscription revenue.

But Realtime Worlds unfortunately never got off the ground in the first place. The online Grand Theft Auto-style crime MMO is shutting down today after less than three months on the market. It officially qualifies as one of the greatest disasters in video game history, as the game took five years to make and sank Realtime Worlds, which raised more than $100 million.

In a post on APB’s game forums, community officer Ben Bateman announced that, “despite everyone’s best efforts to keep the service running, APB is coming to a close.”

APB’s servers will be turned off tonight. The company’s backers included New Enterprise Associates, CIM Fund, Maverick Capital, and WPP. As we noted before, the lesson for those companies is the old saying that it’s hard to pick the hits. This is a big smoking crater. VCs will probably point to this example the next time a game developer comes to them and asks for funding for a traditional online game studio.

APB was a Grand Theft Auto-style MMO published on June 29 by Electronic Arts. The game was universally panned by critics. It got an average 58 out of 100 review score on Metacritic, which aggregates reviews. In concept, it wasn’t such a bad idea from the mind of Jones.

Realtime Worlds had previously created Crackdown, a futuristic cops-and-robbers game that took place in an open world urban environment. It was like Grand Theft Auto, but with more of a comic-book style artistry. Propelled by that success, the company built its staff to more than 250 employees and created a publishing alliance with Electronic Arts. It’s scary to think that the company worked on All Points Bulletin for more than five years and only found out now that nobody wanted to play it.

Because that game was so ambitious, Realtime Worlds had all its eggs in one basket. It’s a lot less risky to pour money into mobile game companies or social game companies that launch games on Facebook. Part of the problem was that the game took so long to develop that the game industry had changed in the meantime. Lots of gamers are enjoying free-to-play games, where they play for free but pay real money for virtual goods. Only a few big games, such as World of Warcraft, are healthy enough to command regular subscription fees.

Still, the failure is surprising because of the company’s pedigree. Jones founded the company in 2002 and recruited many of the employees from Rage Software. They raised $30 million from NEA in 2006 and published Crackdown (via Microsoft) in 2007. Crackdown drew lots of accolades and was a commercial success. Work then began on All Points Bulletin. The company raised another $50 million in February, 2008.

But then trouble signs appeared. The game’s launch date never materialized. Gary Dale, former chief operating officer at Take-Two Interactive, became CEO of Realtime Worlds in April, 2009. He replaced Jones, who became creative director. The company raised a last $21 million round in January, 2010, bringing the total raised to $101 million. All the while, Realtime Worlds was working on an interesting virtual world platform that was like a mirror of the real world. After All Points Bulletin bombed, Realtime Worlds cut its work force. In August, just six weeks after the release of All Points Bulletin, the company filed for bankruptcy, laid off much of its work force, and closed its office in Boulder, Colo.

  • http://twitter.com/LukeHalliwell Luke Halliwell

    I'm actually not that convinced by the “hard to pick the hits” bit. I worked at Realtime Worlds and I think poor execution was far more to blame than some wishy-washy “some games just happen to be hits, some don't” explanation. We just made a really bad game.I don't know what the level of the VCs' involvement was with us, but I would have thought the lessons for them should be more along the lines of:* Hold back some of the investment for post-product launch. Spending all your cash to launch is extremely risky when you have a large salary base.* Ensure company has managers that understand how to grow wisely.Maybe they tried to do these, but they were not effective at either.

  • http://twitter.com/PaulH Paul Henriques

    The article mentions 'Jones' 3 times but doesn't give his first name!

  • http://pulse.yahoo.com/_SMPYXNBWPIIWIVOUMPZXS72PWY Thien Nguyen

    no one wanted to play cause it costed EXTRA MONEY THAT NO ONE HAD…APB should have had only did the game price to play the game instead of hourly payment…on top of that…u needed a decent computer to acully play it

  • Mike Graves

    I played All Points Bulletin for about 2-3 weeks prior to the shutdown and I found the game to be rather entertaining. The only problems I ever had with APB was the vast amount of players who downloaded their “skill”. Punkbuster, definitely not a good anti-cheat engine to use for a game in my honest opinion. It's been around a while and that provides an easier way to get around it. While many say driving and shooting in the game was terrible, it really wasn't. Sure it took a bit of time to learn but it really wasn't that bad. The game was definitely a really good game, which was unfortunately plagued with hackers and various balancing issues. All in all, if Realtime Worlds had simply spent a little less time on the customization of the characters and cars and put in a better anti-cheat, maybe even a custom one only made for APB, the game would've had more appeal. While I may not know more about the game than, say Mr. Halliwell, I do know that it was a good game which suffered under bad press reviews and bad members who preferred to cheat the game.

  • http://pulse.yahoo.com/_V35W2CXPWVU363TC7DKNG4GTH4 ZacC

    Man, this sucks.I remember the open beta -I was fairly impressed, didn't mind the driving physics (they could've used a little realism), combat was ok if a little simple, and the quest structure was kind of confusing -but that's all stuff that time and polish works out.I'm really sorry to see APB go. It was a bold idea with decent execution.

  • TurkeyBakin

    I remember playing in the closed beta. The concept of the thing was, I must admit, quite awesome. It's execution? Not good at all. I can't lie that the customization was amazing- some of the best I'd ever seen. Unfortunately, “spray n' pray” shoot outs (an overall failed combat system) plus uninteresting missions drove many away. In my opinion it was fun, even without the combat. I would have bought the customization alone for a reasonable price. It just sickens me that they could fail like that after all they spent on it. It was a great concept, but there were too many blatant flaws for it to have been a successful game… At least at the time they released it.

  • http://pulse.yahoo.com/_4SLBQXMCCZGPRE5PCVUNFJUNCM Ben

    CAN I HAVE MY MONEY BACK? OR CAN WE GET PRIVATE SERVERS UP?!?!?!?! Gameplay came free from money you made in game from completing things, but i have over 3,000 RTW points and i had already had game play till 2012, maxed characters and still ambitions for updates and progression, i come back and servers are shut down RTW is out of business and there is little hope about private servers or even refunds… cmon now… somethings gotta give…

  • http://twitter.com/Acoulte93 Alex Coulter

    Exactly. atleast give people the chance to create there own private servers. There still is the steam version of the game, if you really give a chance on private servers, not dedicated by you, but by the consumers then it CAN be a big hit. Give your conforming fans a chance.

  • http://pulse.yahoo.com/_QVBYQ3ICFQDVI4B23DFHGX4QFQ Joe Jillson

    I played this game since launch. It had good and bad things going for it. More bad than good. First the good. It had an amazing customization system where someone could make their character look however they wanted them to look with no restrictions. The game play was very fun once you had a constant flow of people to play with. Now the bad. The game was repetitive and boring if you soloed. There wasn't much to do other than the repetitive missions. The game was like barley advertised. It was expensive to play and had the content level of a free to play game. It started with many glitches people exploited for in game money. They used Punk Buster for protection when most hackers look at PB as joke. There are more bad things to mention but I think you get the point.

  • http://venturebeat.com/2011/11/21/a-list-games-raises-9-3m-to-market-digital-games/ A List Games raises $9.3M to market digital games | VentureBeat

    [...] reviews and the original publisher Realtime Worlds went bankrupt. The monthly subscription game was shut down in September. Then GamersFirst, an operator of free-to-play games, acquired the title and [...]

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