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INSIDE REALTIME WORLDS
June 2, 2010, 9:32 am
Filed under: Features | Tags: , , ,

“Come on, admit it. You must be insanely bored by now.”

It’s 2 am in a hotel bar in Dundee, Scotland. I’m trying to get Ben Bateman, Community Officer at Realtime Worlds, to admit that after spending hundreds of hours playing All Points Bulletin over the last year or so, the game is starting to lose its lure. It’s just a job after all, right?

But he’s having none of it. For Ben and the rest of the 300-strong team involved with creating APB, the prevailing mood is excitement. After 5 long years in development, numerous rethinks and one abandoned platform, the PC-exclusive, ultra-urban MMO shooter is almost done. It’s good, and Realtime Worlds know it.

Bateman says that the beauty of APB is that, thanks to the game’s open-world multiplayer design, anything can and invariably does happen. Outstanding, hilarious or just plain cool things occur on a regular basis. It’s this that keeps him eager to come back for more.

I’ve listened to similar statements from other members of the team. Indeed, you could be forgiven for thinking this was simply the company line. But he’s being honest. Several of the hotel barman’s dodgy cocktails have ensured that.

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