The epic demise of Realtime Worlds, maker of Crackdown & APB
escapistmagazine.com
escapistmagazine.com
(http://www.jerrypournelle.com/archives2/archives2mail/mail40...)
At first it struck me as contrary to the 'just get your version 1.0 out there no matter how embarrassing it is' wisdom, but I suppose on reflection it's not really.
In APB's case, it likely would have been vastly preferable to launch with an MVP two or three years ago, the minimum viable product of APB being a game that's low on content but high on playability. Just as with non-game software, they should have concentrated on user experience first, with a small feature set, and have launched something that left the audience hungry for more, rather than deluging the player with content that isn't fun to play.
You gain a gaming audience's trust much faster promising that a fun and short game will get longer than promising that a long and un-fun game will get funner.