The Choke Point Machine

A retro control room featuring multiple digital screens, analog dials, and a computer setup, with a wooden panel backdrop and an office chair.

In 1958, IBM rolled out the Semi-Automatic Ground Environment (SAGE) computer system. It weighed 250 tons, occupied an entire reinforced concrete bunker, and ran on thousands of vacuum tubes that glowed with the warm, tragic optimism of a mid-century scotch habit. Its crown jewel was a 1,300-baud telephone-line modem designed to translate radar blips into cigarette-stained air defense coordinates. The premise was delightfully quaint: a reassuringly bulky, centralised brain keeping Ivan’s nuclear bombers from gatecrashing the American dream.


Fast-forward through the simulation’s rendering queue to right now, and we have upgraded the bunker to the Strait of Hormuz—except the vacuum tubes are dead, the baud rate is infinite, and the entire twenty-mile nautical neck is hostage to something resembling a manic lobby in Call of Duty: Warzone mashed with Grand Theft Auto VI.

A person in a hoodie sitting at a desk with dual monitors displaying military-style maritime surveillance footage, illuminated by a neon sign. The room is dimly lit with vibrant colors, and various snacks and drinks are scattered around.


Welcome to the Choke Point Machine.


Ernest Cline wrote a novel called Armada where basement-dwelling teenagers spending thousands of hours mastering twitchy space-invader simulators discovered their gaming rigs were actually remote control cockpits for real-world interplanetary warfare. Cline framed it as an Ender’s Game geek-tribute romp, but like every other piece of slightly unhinged sci-fi over the last forty years, reality took one look at the manuscript and said, Hold my beer, we can make it significantly more depressing.


Today, nobody needs an alien invasion to pull off the scam. Somewhere in a soulless suburban bedroom illuminated only by an RGB mechanical keyboard, a teenager with a thumb blister thinks he’s simply grinding battle passes and unlocking neon weapon skins on a cracked mobile emulator. In reality, an encrypted, low-latency military gateway in Tehran, Tel Aviv, or Tampa has hijacked his controller input, translating his 360-no-scope reflex flick into an explosive loitering munition shearing the bridge off a panamax crude tanker. We haven’t just gamified warfare; we’ve outsourced asymmetric geopolitical decapitation to kids whose primary motivation is unlocking a diamond-camo skin for an anime avatar.


Out in the Persian Gulf, billion-dollar guided-missile destroyers sit baking under an emerald-tinted cyber haze. Their ultra-classified radar suites frantically ping phantom fleets while automated electronic warfare suites scramble the GPS coordinates of commercial shipping until supertankers think they are dry-docked in central Nebraska. It is the ultimate analog bottleneck caught in a hyper-digital crossfire. The vessels creeping through the strait aren’t dodging pirate galleons; they are navigating an invisible web of autonomous, low-riding sea-skimmers, AI-directed loitering torpedoes, and suicidal jet-ski drones coded by twenty-two-year-olds mainlining Monster Energy in unmapped container-port server farms.


The world’s two military titans are locked in their respective, grinding primary campaigns—tit-for-tat proxy slugfests consuming every television Chiron and algorithmic feed on Earth—while the rest of the map quietly catches fire without an audience. Nobody mentions the forgotten conflicts tearing across Sudan, the Sahel, or the eastern Congo, because unless an algorithmic kill-streak camera catches the footage in 4K with a phonk bassline for a TikTok stream, the global server architecture simply refuses to allocate bandwidth.

A futuristic scene depicting a massive cargo ship, the MV Maersk Eindhoven, with a swarm of drones flying above it and military boats approaching the shore, amidst crates and debris on the beach.


Meanwhile, the battlefields of Ukraine have already torn up every military textbook printed since the fall of Rome. Conventional ground doctrine didn’t just evolve; it dissolved into a buzzing cloud of $400 fiber-optic-tethered FPV drones hunting down multimillion-dollar main battle tanks like angry hornet swarms in a cyberpunk strip mall.


Remember the twentieth century’s lingering hangovers? Remember how unexploded ordnance and cluster munitions scarred the paddy fields of post-war Indochina, or when Princess Diana walked through the live minefields of Huambo in a flak jacket to shame the world into banning pressure plates? There is an entire poignant chapter dedicated to that crusade in Earl Spencer’s memoir, Swan Song: Diana, My Sister—a reminder of an era when a lone, glamorous royal could physically confront mechanical butchery and shame nation-states into signing treaties.


That was analog tragedy. Today’s unexploded ordnance has a silicon nervous system.


When millions of disposable, autonomous hunter-killer drones lose their telemetry, glitch out, or outlive the skirmish they were launched for, they don’t just rust quietly beneath the African or European topsoil. They perch on telephone wires. They drift semi-submerged in the shipping lanes. They lie dormant on building ledges, batteries slowly topping up on cheap solar cells, waiting for a visual pattern-match that looks enough like a heat signature to wake them back up. We haven’t just littered the earth with silent explosives; we’ve populated the wild with rogue, flying micro-mines sporting cheap optical tracking and no off-switch. Good luck sending a haloed humanitarian in a visor to talk sense to a self-updating neural net.


It’s hard to shake the suspicion that the game developers stopped writing bespoke code around 2020 and just allowed two dozen conflicting community mods to fight it out in the production build. Stand on the deck of a container ship squeezed into the Hormuz choke point, watching autonomous drone swarms draw algorithmic figure-eights across the thermal sky, and try to convince yourself you aren’t just waiting for the server to crash.

A warning sign for 'Sleeping Swarms' near a dystopian waterfront scene, featuring robotic drones and a large cargo ship in the background under a colorful sunset sky.

the truth behind RTW demise

so was there any intention to try and make APB work? I’m having my doubts. After all Dave Jones created GTA which wasn’t that great a game from what I remember and sold it to Rockstar who turned it into an amazing game. Maybe that was the intention all along for APB – make something that had potential and then sell it to someone who could actually make that potential happen.

Having worked for RTW I didn’t come across anyone who had that potential and the mood in the company April to June was one of desperation. In as much as trying to get the game out the door even though everyone knew it wasn’t up to scratch. It was a strange business decision but if you look at it like this:

a. the game had slipped 3-4 times in regard to publishing dates and already had one big backer pull out
b. EA had given an ultimatum in regard to publishing this summer or not at all with them (there was no one else waiting in the wings)
c. RTW was hemorrhaging $2 million a month between January to May in operation costs
d. there were some great aspects to the game but overall it just didn’t come together
e. the gameplay was not up to scratch compared to other titles
f.  there were some fat bonuses on the table for “just getting the game finished and published”
g.  the above coupled with a company wide contempt for the gaming world that made them think they had this revolutionary game that everyone was just going to rush out and buy making it number one game and re-fill the empty RTW bank accounts

then I think there was a realization early on this year that the economic crash had finally hit the gaming world and this game that had taken 7+ years to develop and in excess of $100 million really wasn’t that different than the other games being released. Coupled with a nasty double cross of EA – waiting until last minute to take back online publishing rights – right before launch and a confused marketing campaign meant no one other than hardcore gamers knew the game had launched. Include some internal politics – mainly from the senior producers and art department – leading to stale advertising material and negative beta campaign the game never really had a chance.

So the best thing that could happen was to get it launched, meet contractual agreements (the last thing they could afford was being sued), reduce costs to a minimum (remove all overheads i.e. staff costs), put the company into administration (stopping any creditors calling in debts and forcing liquidation)  and hope that someone will buy it.

We will have to wait and see who will buy it and what they will do next. Fingers crossed it is someone like Rockstar or Ruffian (Microsoft) who can actually develop and publish a game successfully.

R.I.P. APB, MyWorld and RTW