Rock, Paper, Shotgun

RPS At E3: APB – The Most Important Game At E3

Posted by John Walker on June 8th, 2009 at 10:00 am.

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A gang, in a street, yesterday.

Of everything I saw at E3, APB stood out as the project with the greatest concentration of inspiration. Ignore the surprisingly crappy images that have been released so far – this one deserves your attention. During the presentation a colleague sat next to me leant in and said, “Bloody hell.” A minute or so later I replied, “This is the first original idea I’ve seen all week.” It’s very easy to think of APB as an online GTA. It certainly is a game focused around either committing or preventing crimes in an open city. But what makes APB stand out is just how damned smart it is.

Let’s begin with the trailer.

Many games boast of being “fully customisable”, by which they mean you can choose whether your avatar is male or female, and maybe what colour hat you wear. APB is something quite different. And it only begins with character customisation. A lot of the games shown at the conference boasted of their character designing tools. Each and every one of them needed to take a trip to Realtime Worlds’ private room in order to learn quite how far behind they really are. You may remember last year’s teaser for this that showed some of the options, with the gag reveals of various game developers created spookily accurately in the tool – it’s here. This year we were shown this in far more detail, of which a truncated version was shown on the EA stage, presented by Paul Barnett, and dodgily videoed:

Unfortunately not revealed on that occasion was the final punchline in the extended video we were shown – a character designed to look so uncannily like President Obama that it could well have been a stylised photograph. What you also can’t see above is quite how ludicrously complex the tool really is. When you change a detail, like someone’s weight, it’s also changing the skeletal structure underneath. By having the device follow anatomical rules, you’re not able to create faces that end up looking un-human. Instead the bones underneath will adapt to keep things looking natural. But shape isn’t all you can adjust. How about the volume of body hair? The skin pigmentation (rather than the more common choice of five or six race archetypes, here the skin pigments are accurate recreated, creating skin colours that look natural and extraordinarily varied). Or how about the protrusion of veins? Even that detail is available for tweaking, in case you want to have your Angelina Jolie be as precise as possible. Then there’s make up, contact lens colours… As Barnett comments in the video above, it seems possible to never get around to playing the game itself.

Further delaying your start, as the video above shows, the customisation goes beyond being able to create characters so distinct and recognisable that they’re not going to bother with names floating above players’ heads – you’ll know someone when you see them. It also extends to tattoos, decals, clothes and vehicles. Creating designs in another in-game tool is so elaborate it looks like it should be its own £400 art software. Then with your created work, you can apply it as a skin tattoo, which will automatically absorb the pigmentation of the skin to which it’s applied, and adjust accordingly. It will naturally wrap itself around the part of the body to which it’s applied. Or perhaps you’d rather add it to clothing, where once again it is manipulated to look natural on the material to which it’s applied. Maybe you want it on your car – this time it will take on the sheen or shine of the vehicle, again appropriately wrapping itself to where you stick it, intelligently cutting itself off so it doesn’t obscure windows, windscreens, etc. You can then customise your vehicle, switch out body parts, wheels, even the in-car stereo.

This is beginning to sound like one of those late night infomercials where they presenter cries out, “BUT WAIT! THERE’S MORE!” It doesn’t stop there. As Realtime Worlds’ founder Dave Jones explained, as they develop the game they keep thinking of other things that the player would prefer to be in control of. Which includes the music. So there’s a complete music creation tool in there. We were shown a couple of copyright infringing tunes that they’d made using the software (which will be an interesting thing to follow when the game comes out – it’s hard to see how the money-grabbing horrors in the various music industries won’t try and stamp their fat, stupid boots all over this) that demonstrated its capabilities. You can go so far as to create your own gloat tune, that will be heard by any player you kill.

There’s a reason for all this, beyond just being incredibly cool. One of the key elements of APB is to be celebrity. The idea is that everyone playing can become famous for something. It might be that you’re the best at head shots. Or it might be that you get killed the most often. And with the auction house that will let you sell designs, decals, tattoos, etc for in-game money, you might become the most famous leather jacket designer. You may become known as the best at creating tattoos. This fame serves to further distinguish you, further create a notorious character.

The game? The game itself? This is where the truly astonishingly clever ideas appear. You’ll either play as a Criminal or an Enforcer. Each has a distinct style of play, and neither will ever have to sit in a lobby waiting for a game to play. With an intended 100 players on each server, the enormous city is also populated by NPCs who will play critical roles. Firstly they will serve as the city’s initial gangs, and give missions to players. Secondly, and far more interestingly, they also provide the means by which the game’s natural action flows. So let’s say you’re playing as a Criminal. You log into the city and want something to do right away. Why not steal a car? You may well get away with it. Take it out and go for a joyride, look for some trouble. Or you may not – you may get spotted by an NPC who will report the APB. Report it to other players playing as Enforcers. Who then come chasing after you.

Or perhaps you’re an Enforcer and you hear word of a bank that’s moving some money. They need security, so you show up to where it’s happening. But Criminals may get wind of this and attempt to steal that money during its journey. The result of this is the game naturally creating PvP missions for players without ever having to throw up a quest screen, or have you sit around waiting for a match. It’s just so smart. It means they’ve replaced AI players from the game with real world players.

These matches are asymmetrical. If you’re especially good, especially well equipped and known by the game to be part of an especially dangerous gang, it’s not going to send a couple of newbs after you. It’s going to report your crime to players who will present a challenge to you. This might mean it matches up two gangs of equal strengths. But it might just as easily send in a larger number of poorer players. And this will escalate. Say your gang of three manages to take out the three players it sent after you, it might then send five to get you. Then it might alert two gangs, then three. Keep winning and it will keep raising the challenge. The notion behind this is it rewards both sides. The players seeing the game send a dozen opponents after them will recognise the respect the game is showing them. The group of twelve sent after the gang of three will love the fact they’re so seemingly outnumbering their opponents.

Recognition will also be rewarded in terms of material goods. Do especially well in a city and you may be able to buy real estate. These buildings will be as customisable as everything else in the game, letting you apply your decals and colours to the walls, so everyone knows whose gang they belong to. You might even receive statues. When I asked Jones how this would work with only limited space on a server, and the likelihood of having to play in a different city when one was full, he suggested that this was mostly tough luck, although there would be some rewards so great that they would “ripple” onto multiple servers.

Balance of such a game is clearly crucial, and this is something they’re still working on. The current ideas are to make it impossible to shoot players who aren’t involved in the mission, but to still let anyone run anyone else over with a vehicle. The logic behind this is to ensure the matchmaking isn’t defeated by griefing or drivebys, but Realtime acknowledge some will disagree. In response to this, they plan to have “chaos servers”, where all such rules shall be removed, including the inability to carjack another player’s car. It seemed that the main reason they intended to do this was to prove to anyone who was complaining what a bad idea it would be, and give them somewhere to find out.

Blimey, there’s so many more details to report. Let’s do music in the game. Jones said how most open city games tend to come with about 100 licensed tracks, but that they realised that most players would far rather listen to their own mp3 collection. But this is an online game. So they’ve done a deal with Last.FM to use their technology in such a brilliantly imaginative way. If you’re listening to a favourite track in your car, and drive past some other players, should they have the same track on their hard drive the game will find it, and they’ll hear it from your car as you go by. Should they not have it, the game will find a track that’s similar and play that instead.

The same logic applies to the in-game VOIP. If you’re chatting with your gang via headsets and another player walks by, they’ll hear what you’re saying. Using 3D positioning, these voices will appear realistically far away, getting louder as you approach.

This barrage of ideas, the attempt to put everything in the hands of the player, only falls short in one area: mission design. At launch all the prescribed missions will come from NPCs. But again, this is not intended to last. Realtime have desires to allow the most successful gangs, those that gain the most notoriety, to eventually become those who design and distribute missions to other players.

If there’s a criticism to be levelled at the game at this stage it’s the sparse nature of the backgrounds. While the characters and cars look remarkable, most of the scenery we saw was bland and grey. Hopefully more interesting locations will be revealed as time goes on. But beyond this, APB looks just jaw-dropping in everything from its design intricacy to its revolutionary approach to matchmaking in an MMO world. It makes PvP seem appealing to someone as single-player minded as me, and that’s a hefty achievement from within my head. It’s such a wealth of ideas in one game, that we can’t wait to get our hands on.

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128 Comments »

  1. Biz says:

    sounds interesting but the reason GTA works is because it’s all scripted. this developer doesn’t have any experience making this kind of multiplayer. i doubt they’ll pull it off.

  2. General Kielbasa says:

    Persistent Counter-Strike with customisation. Oh that is SO original.

    thxnothx

  3. TauQuebb says:

    It looks and sounds a good idea, but good ideas tend to go south, remember Spore?

  4. sigma83 says:

    Yeesh there’s a lotta negativity going around.

  5. Rei Onryou says:

    I was hyped since they showed the character editor and the details here just make it seem even more awesome. A major contender for my MMO time.

  6. Cian says:

    Watching the trailer I alternated between glee at the ease and flexibility of the character creation system and earnestly hoping that the same system would be used for EVE come Ambulation.

    Is it so wrong not to want to pay two subscriptions a month?

  7. Ginger Yellow says:

    “Blizzard, sitting on a wad of cash might be able to pull off some of this shit but I seriously doubt Realtime Worlds is in a place to make it happen. Good luck to them, though, it looks great so far.”

    Realtime Worlds got a $50m investment to make this game. I doubt money is a problem (at least in the development stage).

  8. Supraliminal says:

    This is looking like The MMO (MOG, MG, MMORPG(not), whatever) I have been waiting. Real people doing things instead of NPC’s.
    If I only could do the Phonebooth thing with this, then I would be happy.

    And about the Axe Gang: I’m in.

  9. Don says:

    Problems and doubts:
    It’s a small, non-persistent world.
    How will the lag be with 100 people shooting on a single server?
    Players look unique, but can you play different classes or have different skills?
    If it’s not at least as fun as TF2, I wouldn’t play it.

  10. Hyudra says:

    People who are commenting about how the character creation doesn’t matter need to realize that there’s different kinds of players.

    WotC breaks players down into 3 categories: You’ve got Spikes (Play to win, achieve goals), Timmies (Timmy plays for the experience: for the immersion, the awesome moments, the social aspects) and Johnnies (Johnny plays for the creativity: the customization, the art, the unconventional ideas & playstyles). Naturally, we’re all a blend of the above, but most of us have preferences in what we play & why.

    This game looks to appeal to both Timmy & Johnny. Depending on how gameplay & combat is, it may bring in the Spikes. It looks simply fantastic, and I’ll be following along with any upcoming news about APB.

  11. Doug F says:

    My character creation plan:
    Mirrored Aviator Shades, Mustache & Sabotage by the Beastie Boys on heavy rotation

    I can’t stand it

  12. Tei says:

    …. On most games you can only change your character once. And the optimization of the character “build” has been a task for the powergamers (a subtype of “achiever”). So creativity is really limited in most MMO’s.

  13. Ohle says:

    This just keeps sounding better and better. I can’t wait to get my hands on it… though as with all MMOs, I may have a hard time playing enough to justify the monthly expense… unless I’ve magically missed something and they’re going for ad-supported free gaming? :D

  14. Zyrusticae says:

    @Don

    Got that first one wrong. It’s a large, persistent world, with 100 100-player districts.

    Y’know, they really should clarify this point for everyone to see…

  15. damien says:

    1. details of this game sound not only fantastic, but make my soul a little less heavy in the mornings. the innovations attempted here are *that* interesting to me.

    2. relational VOIP sounds brilliant as a feature. perhaps it’ll get gamers in the habit of not bloody yelling into the microphone that is an inch away from their gob-holes? i can also see it creating a non-corny-LARPy sense of gameplay in that players who are witty or amusing or especially (cleverly) abusive will stand out to people beyond their mates. (all you boring lads weep now.) as for compromising some sort of team strategy / secret conversations to nearby players, i cant really imagine that many secret strategies have ever worked out too well in games like CS. we know the maps, defusing the bomb is not top secret, and no one ever stays hidden for long. also: try whispering?

    3. i find it strange that everytime i hear about a game attempting something *new* or different, a line of naysayers, grumps and the “it’ll never work” posts appear.

    i guess i just get confused at the fact that people complain about how samey games have gone and then take incredibly harsh views on any product that attempts to break out of that mold.

    i know i’d rather try something new and fail than try the same drek we play week in and week out and succeed in making another copy.

    let them try something, anything. hopefully we’ll all be very glad they did.

    //

    teo says:
    Ideas don’t make good games so it’s not worth getting excited about them.

    without being an ass, i’m wondering what does make a good game if ideas dont?

  16. Cian says:

    I’d just like to say that if Doug F ever needs someone to kick ass, take names and drive through boxes with, I am there.

  17. sigma83 says:

    teo says:
    Ideas don’t make good games so it’s not worth getting excited about them.

    ‘without being an ass, i’m wondering what does make a good game if ideas dont?’

    Any number of awesome things, from Blizzard style polish to Rockstar style pants-on-head fun but they all _stem_ from good ideas.

  18. Nate says:

    I’m just looking forward to seeing the various ways people will make absurd avatars. APBorn anyone? Someone will find a way.

    Regardless, the customization will have an effect– would you group with a Jugaloo?

  19. DrazharLn says:

    I’m all a flutter!

    SWTOR and APB, two shiny new MMOGs that I might actually enjoy, as opposed to the many other MMOGs I’ve discarded for being too boring, grindy or harsh.

    +Broderlands, Just Cause 2 et al … 2010 is going to be a memorable year for gaming, methinks.

  20. tombraiderguy says:

    O_O

    O_O

    O_O

    <(O_O<) Dance Kirby Dance!!!

  21. Looks live everyone is sleeping and forgot about CrimeCraft and this is a free game!

    http://www.crimecraft.com

    Oh I get it… APB is from EA… YAY Lets just love it -_-’

  22. undead dolphin hacker says:

    Is there loot? Is there leveling?

    Sounds like Grand Theft Planetside, which is cool and all but will be a commercial flop. Add on a “wtf” customization complexity and no ability to solo and you get an EVE vibe too, which further guarantees this will flop.

    I mean, if they manage to swing it like EVE and keep their expectations low they could possibly make money off this. But I doubt it. EA wants to kill WoW.

    And for the idiots who’re going to come crying like infants about “YOU DONT CARE ABOUT INNOVAYSHUN??!!11,” I reply: Innovation doesn’t matter if no one plays your game. This is a copycat industry and there is no rational reason to copy games that don’t make money. To put it another way, the industry is all about standing on the shoulders of giants… not dwarves.

    Cynical and sure to piss off the hyper-sensitive games are art crowd, but the key to understanding the gaming industry is in the word “industry.” Innovation comes in baby steps outside of fundamental breakthroughs like text -> 2D, 2D -> 3D, and 3D -> 3D physics.

    Brilliant, ahead of their time games like APB (is being built up to be) are just going to make everyone say “huh?” and get thrown in the dustbin. Sad but true.

  23. Tei says:

    APB > Global Agenda > Crimecraft > Gunz

  24. Brass Gerbil says:

    @undead somethingorother

    “add on a “wtf” customization complexity and no ability to solo and you get an EVE vibe too, which further guarantees this will flop.”

    Hrm. I wasn’t aware that six years of continuous growth constituted a “flop.”

    Methinks you might be suffering from a cranial deficiency, rendering you incapable of playing EVE. No need to be embarrassed; it’s a common failing.

  25. Zealbot says:

    “Unreal engine 3.0

    Anybody else worried ? Huxley sucks very bad; however, it’s an asian MMO and doesn’t count. Unreal Engine 3.0 + MMO has always ended up in the shitter. Fury, for example. Plus the many other games which have tried.”

    I attribute that to the awful method of hit detection in the engine. I hope the devs know what they’re doing and add some lag compensation, because Epic still doesn’t seem to understand it.

  26. PHeMoX says:

    Wow, this game looks incredible. I really like the GTA vibe and the customizability. Just excellent the way you can make custom tattoos and stuff like that.

    I hope they’ll add a somewhat more convincing physics damage system to the cars, but this might be the first MMO that I am willing to pay for playing!

  27. PHeMoX says:

    By the way, I sure hope we don’t have to pay for each and every item though, but I fear we do…. as that’s what most MMO games seem to be about. Micro-transaction here, micro-transaction there.

  28. Starhammer says:

    I’ve been looking forward to this for some time. I’m a big fan of customization, and if this lives up to it’s demos, it’s gonna leave everything else in the dust. Wish I could just import this game into my City of Heroes experience!

    Haven’t read anything about this tidbit yet, so if any devs are poking in here from time to time, take note: I’m hoping we can use the games customization capability on our weapons as much as on our bodies, clothes, and cars… and not just slapping some badass decals or carvings on the stock, but altering grips, heat guards, miscellaneous attachments, custom stocks, longer/shorter barrels… anything someone might want to do with a real gun, or even a prop gun (I’d love to build one of the Chinese M1-L1 Pulse Rifles from Deep Rising in this game).

    On another note, regarding Criminals and Enforcers… One of the things that always bugged me in a lot of MMOs (WoW, CoH, etc) was having little or even no ability to interact with opposing factions outside of killing each other. I’m hoping this game will give us room for undercover enforcers working at passing themselves off as criminals (any undercover cop movie… especially Fast & the Furious or No Man’s Land) or a vigilante criminal enforcing the law on his own terms… or also dirty cops and snitches, playing both sides against each other and looting the bodies for themselves when the dust settles.

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