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Interview with Stephen Hewitt, Lead Designer on APB

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When it comes to APB, developer Realtime Worlds sure ain't messing around. According to APB Lead Designer Stephen Hewitt, the core concept behind APB began some two years ago. Since then, it's been all systems go. The game is still quite a ways off--2007 by convervative estimates--but that isn't stopping us from asking questions right now.

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Games.net: What are your goals for APB?

Stephen Hewitt: We want to create an experience that the world in APB is as open as possible--though since you have lots of people in the same space, some specifically out to annoy everybody else, there needs to be some structure to the freedoms you are offered.

Games.net: The Grand Theft Auto series has been a colossal hit. Are you going after the same audience with APB?

S.H.: APB will be its own game. We want a game that anyone can play and we're trying to make it extremely accessible. Anyone interested in action-based games, traditional massively multiplayer online games, and the GTA series should all be interested in what we are trying to achieve.

Games.net: Can you share any insight as as to why games like GTA and APB are so popular among players?

S.H.: Probably because they are specifically developed for a mass audience and are set in realistic world environments. They feature immediate gameplay, they are high concept (what can be more compelling than 'cops and robbers?') and they tap into the prevailing culture of 'street cool.' These games are also a way of exploring how you relate to certain life experiences from the safety of your own living room. Above all, of course, they're damn good fun.

Games.net: What will APB accomplish that other games won't?

S.H.: APB offers a workable non-linear game structure. Although a game like GTA feels free-form, and you can go off and invent something for a while, you always have some sort of directed activity to fall back on, so you are never left wondering 'what is there to do?' or 'where do I go next?'. Another important aspect is that once you have a goal-- whether self- or system-decided--you have complete freedom in how you go about accomplishing it.

Games.net: Explain to us a bit about the basic premise of APB; we understand it's essentially cops-and-robbers with an MMO twist, but how do the various factions interact with one another?

S.H.: APB is a freeform, massively multiplayer game where players can either play as cops (Enforcers) or robbers (Criminals). Criminals commit crimes, and Enforcers try to stop them. You can play solo, group up into groups, or form more permanent Gangs or Squads (much like guilds). You can fight over persistent Turf Areas, develop contacts, and do a whole host of other things.

Games.net: Is this like a traditional MMO, with tons of players crowding the streets, or does it simply contain certain selected MMO-like elements?

S.H.: APB contains selected MMO elements. Rather than taking the template for a traditional MMOG and trying to make it more immediate and action-based, we're taking what is good in action-based games and trying to greatly expand their potential with MMO concepts. In that sense, our focus is probably coming from a totally different direction than most developers out there, and we are definitely trying to do something different. And yes, you'll certainly meet plenty of other players on the streets.

Games.net: How is the control scheme shaping up? Will it control like GTA, a first-person shooter, or a more traditional MMO?

S.H.: We're developing an action game--it'll be closer to GTA. Certain elements of the system will feature concepts derived from MMOs, supporting the demands of the genre and the usual technical limitations, but a player's own skill will be the deciding factor in how well you do. Early on, for instance, we decided to try and avoid abstract stats that decide the player's abilities.

Games.net: Will the action be played out in real time? Or will it be turn-based and more strategic?

S.H.: It'll be fast-paced and in real time. Strategy will feature naturally in how you choose to play within the environment.

Games.net: Can the game be described as a shooter? A brawler? An adventure game where players roam around a city? Where is the game's core experience found?

S.H.: The core experience is found in how you interact with other players--APB features direct opposition and revolves around PVP-based combat. In this case, among other things, it'll be a shoot-em up / chase-em-up / escape-em-up.

Games.net: Let's say a player choses to play as a cop. What kinds of objectives would they have?

S.H.: Cops can take on various duties, chase down Criminals as crimes are committed, and attempt to bring the perpetrators to justice. They can attempt to bust turf, taking down the controlling gangs, or carry out other activities that don't necessarily require opposition (so they don't have to 'wait' on Criminals for entertainment).

Likewise, Criminals can take on jobs, commit crimes and attempt to evade the law. They can attack and take over turf, opening up further crime opportunities and increased profits. Of course, there isn't enough turf to go around, so they'll have to take it off other players.

Games.net: You recently announced that APB will make it to the Xbox 360. How will APB tie into the Xbox Live system? Can players expect custom downloadable content?

S.H.: We'd rather not go into detail right now about our plans for Xbox Live. However, we will say that we are expecting full integration into Live and there will be downloadable content which we'll tell you more about later.

Games.net: Can we expect to see PS3 or Revolution support?

S.H.: I wouldn't rule anything out.

Last Updated on Monday, 11 August 2008 09:21