Amazon stops selling Sim City V over game issues
amazon.com
amazon.com
That would be so wonderful.
This is the future that big videogame companies are rushing to embrace, one where customers do not and cannot own games, merely rent them for an uncertain period. Indies and smaller studios with Kickstarter funding are going to continue eating a bigger part of their lunch.
And I can't say that this trend is all bad. I know what I pay for (temporary access), and I'm OK with that.
This is in service of saying that DRM isn't in the user's best interest and even big companies that care about user experience don't like DRM. Apple didn't ship DRM on its OSes when they were DVD based either. Yes they probably lost some sales due to piracy, but not having to deal with serial numbers is big for users.
Are you sure it wasn't the other way around? People were building huge libraries of music that only worked on Apple products (iPods and iTunes) around the time the labels allowed Amazon to start selling DRM-free MP3s. Apple would have gained an enormous amount of leverage if the labels had allowed that to continue: "Oh, you won't accept our terms? Well, then your product won't be playable on 90% [0] of portable music devices [1] and won't be available in the largest online music store (and your competitors' will be)! I hope not all your artists have left by next fiscal quarter." For all he talked amount it, I'm not convinced that Steve Jobs ever wanted to see the iTunes Music Store go DRM-free.
The market penetration of iPods meant that only path forward for the labels was one that allowed people to listen to music on their iPods. The only way to do that was selling DRM-free MP3s or protected AAC files. As a bonus, DRM-free MP3s worked on all the cheap flash-based players (which always had greater deployment than any of the DRM-compatible players from Sony and Microsoft).
[0] A number generated by my PRNG (posterior random number generator). But the iPod Classic really does have an absurd share of the >64GB market (probably declining now that you can get tablets and phones with 128GB of flash). [1] Don't forget that Apple has only ever supported their own DRM. Protected AAC files play on Apple devices and only Apple devices. Apple devices support only protected AAC and DRM-free formats.
You must have missed this. A Steve Jobs classic. Music industry execs have confirmed Apple was behind the move away from DRM.
I agree that this is a strong deterrent but given how even MMORPG servers have been reversed engineered [1] it's not impossible. If SimCity proves as enduring and as desirable as WoW we may well see it coupled with a LinCity-NG-derived [2] backend or similar.
Edit: That said, a powerful stimulus for the development of MMO server emulators was that players dissatisfied with the official servers' community simple couldn't run their own server how they'd like it for whom they like. I assume that the new SimCity is designed to be a far less community-oriented experience and people in control of the neighboring cities are largely replaceable from a player's perspective.
[1] See http://www.runuo.com/, http://www.galaxiesreborn.com/, https://launchpad.net/aurora-runescape-server-emulator, http://arcemu.org/, etc. Note how many of those are community FOSS projects, even though running them with an official client is almost always a ToS violation.
First, the new layout engine finally allows you to construct roads at arbitrary angles and not just along the axes. This makes it fundamentally incompatible with the old grid-based map format used in SimCity since version one with few alternations [1]. Then there's the agent model of economics [2], a change from previous games' broad statistical model, that seems to be deeply integrated with the game's visualization.
[1] The biggest change was likely the introduction of varying terrain height in SimCity 2000.
[2] The developers give a brief explanation in https://www.youtube.com/watch?v=Tz-UGPRilUE. Looks like they've done some pretty interesting things with it.
Running a private server for a MMO has a ton of fundamental barriers. 1) Players don't get timely balance updates. 2) Players have no confidence that admins won't hack/give away items/cause crazy events etc. (Central point of authority = central point of corruption. Even if there don't happen to be any game-breakingly generous admins on a server, you can't signal that reliably to potential players.) 3) Servers may disappear. Since info is central, but private servers may fold under takedown notices, owners running out of money, technical problems, lack of other players, or anything else, players can't have trust that their time spent will have lasting rewards. Credibility is almost impossible to build.
Basically, by making games reliant on a central authority, you force the element of trust and credibility into the picture. Usually the only server with any credibility is the one run by the game company itself, since ideally you can trust that their actions will be in the best long-term interests of their game and audience. (EA in particular lost that trust a long time ago, I haven't bought a game of theirs in a LONG time. But Valve, or Blizzard, and even Ubisoft to a lesser extent still have that credibility.)
My story was the same as numerous other players: started playing hardcore, died not because of a mistake, but because of lag (internet lagged for a few seconds, that was enough for monsters to kill me, when internet came back moments later I was told I died).
At that moment I decided not give ANY more money to Blizzard, and closed my WoW membership.
Sure, and with sufficient bandwidth and computational power you could actually hide all the game logic using a secure computation protocol. Only a complete idiot would do that for something as performance-intensive as a video game.
The problem here is that we do not have reliable or fast Internet connections. As soon as your connection has a burp, or you get hit with some bufferbloat, or half your neighborhood starts streaming the Super Bowl in 1080p, your game starts to play worse. What EA failed to realize here is that the best way to make money in games is to offer a superior online gaming platform, not to try to sell individual games as products. Microsoft figured that out with XBox Live a long time ago.
hack into their servers, steal binaries of game server, modify client to work with local server.
With DRM, close to 0% of the the games are copied, but some large number Y % of the games are no longer purchased because people either are (A) Philisophically opposed to DRM, (B) Want to be able to play the game offline, or now, (C) Can't play the game because the DRM breaks it.
The balancing act, here, is how many of those X% can be converted into purchases, and how many of those Y% valid purchases are lost.
EA may have tipped the balance here through poor execution and resulted in fewer games being sold, but, I don't work in the game industry - so I don't know how high X normally gets. (50%? 75%? 90%? 95%? I'm sure it's a pretty disheartening number)
In college I pirated games quite a bit. I never bought one, nor would I have.
The thing is though, if the number gets high enough, let's say 95% of people just copy the game (not unlikely in the age of torrents) and only 5% purchase it - might not be enough to fund a AAA game, whose budgets now run in the 100s of millions of dollars, and, at $70/pop, need about 6-10 million purchases to make up for the flops that will also occur.
The real problem, is that if it's _really_ easy to copy, and the company puts in no attempts to prevent this, then a lot of the people who would have purchased the game, don't bother and just download off the torrents.
Tough balancing act. I don't know what the answer is.
I do think the effect of piracy on a company's bottom line is overstated in just about every case. It's easy for us an the HN community (generally pretty intelligent and technically inclined) to forget that downloading a torrent isn't the simplest thing in the world, particularly the lengths you need to go to in order to get some pirated games to even function properly.
Agreed with you on the hassle of running a pirated game, and, honestly - I'm unwilling to run some random .app/.exe on my system. Hell, I'm not even comfortable opening .pdfs anymore.
You have zips, rars, 7zs, archives split into parts. Some need you to mount a iso file, some you need to mount multiple iso files. You may need to run a sketchy exe to patch the game, or copy files from an iso into the installation folder, run other patches in the correct order, etc. etc.
In fact, from your desktop, it takes less than seven steps total to download and watch a Full HD movie of your choosing from the pirate bay.
This is why steam and GoG wins. Before I look for my old CDs or search on p-bay for that old game which I wouldn't mind killing a few hours on, I check to see if it is ~$5 on steam or GoG. The process is so simple and next time I feel like a trip down memory lane I know it'll still be there in my steam/GoG library waiting for me.
That EA failed to realize that they could monetize an online Simcity regardless of whether or not people pay to play offline demonstrates a serious lapse of judgment.
I don't particularly think they are wrong. For example, after a while, the ridiculous ease of obtaining hacked items ruined single-player for me -- it would be more fun I'm sure to have to work for everything, but I don't have the willpower or incentive to do that unless it's forced on me.
Look at Minecraft. There are multi-hundred player online servers that do great business by providing a persistent world where people have to work for things, making their money by giving diamonds and perks to donors. Not many people play single-player religiously. It's fun for a while, but the main demographic that plays offline is almost certainly the hopeless creatives. (And there's a lot more people who are into competitive/cooperative rat races than are endowed with both a self-motivating sense of design and a bunch of free time.)
It's safe to assume EA uses purchases as their success metric, as they are unlikely to complain you actually paid for the game.
Out of those 3%, you need to remove A), people who do not pirate), people who do not compare stores and just buy from what is most convenient, and C), people who would buy if there was DRM preventing piracy.
We can now assign weight to those groups. Group B, is likely to be largest given human nature and sale numbers from places like steam. Group A would likely come second, and Group C would be smallest. Lets use the weights 3/6, 2/6, 1/6 proportions for each group. That makes Group C somewhere around 0.5% of the users which the DRM scheme might get to buy the game.
Is 0.5% additional conversion rate worth the costs of DRM scheme, additional support, and a tanked amazon review rating of 1 star?
Also I think it would be helpful for reviews like this on Amazon and Spore to restrict the reviews to only verified purchases. People submitting 1 star reviews because they require you to be online just because they don't like it shouldn't be allowed to submit a rating.
The always connected to the internet aspect was bad for D3 and it seems it is even worse for Sim City. If I remember correctly, Blizzard had legal problems in South Korea because of connectivity. My hopes is that incidents like this force companies to move away from the online only single player design.
I think that aside from the philosophical problems with DRM in general, the required internet connection aspect means that once EA shuts down the server the game could be lost forever. When making these games (good or bad) a team adds something to the cultural record of our time. Old movies may not be as good as modern movies in terms of technical execution, but they are interesting because they contain within them an aspect of a lost culture. Games should aspire to do the same.
With Diablo you had a hell of a time just getting a connection to a server - but once you were in you got to play (laggy though it may be).
With SimCity you'd bash your head against your computer connecting to a server, but even after you do that every step could possibly fail because it was doing something substantial to an internal database (presumably) that doesn't scale - creating a city, taking over a city, joining a region, etc etc.
See even once you're past the dreaded "wait 30 minutes for your turn", there's still no guarantee your game will even be functional.
With SC5 its the actual game play servers that seem to be full, and also fairly buggy (saved game corruption, unable to create regions/cities or join, losing hours of work)
Games that utilize internet connectivity for DRM only can simply fake the internet connection.
On Steam, this is done by tricking the copy of the game that the .dlls and relevant Steam .exe are running and everything is in order. Comparatively trivial to do, and these games are cracked very quickly.
However, games like Simpsons Tapped Out, Sim City, etc. go a step further and prevent you from playing without an internet connection. This means that instead of just needing to fool the game initially and cruise from there, you can't just surgically remove the DRM. It's too integrated into the back-end code. The only solution is to fake a server. Much more difficult.
Additionally, BF3 had an offline single-player mode. SimCity could have an offline single-player mode, but elected not to.
Some companies are just better than others at getting it right the first time (or second, or third).
I just wish this hadn't happened with SimCity. I really liked that title.
I suppose this is a great advertising technique for small firms, startups, indie shops, etc. "Don't want this[http://amazon-pulls-sim-city] to happen? Work for our small team. We won't destroy your work."
I know it's standard to say "you get a part in the decisionmaking process!" That's part of it. But a lot of people are willing to let go of the big decisions if they get to be a part of something great. But they have to trust that it will come out well in the end.
Things were clearly working when it was in beta.
I still think there's a point to be made about trust in a larger organization, but as someone who a) doesn't know precisely what the specific problem is and b) doesn't know whether I wouldn't have made the same mistakes, I'm going to acquiesce.
It sounds as if some random MBAs said that they really need that server-side undefeatable copy protection, then balked at the price of actually purchasing enough resources for it and decided to skimp on that.
If EA's usual response to criticism means anything, we'll be waiting a loooooong time...
>It will be hard for them to recover after a huge mistake/strategy like this.
You're kidding, right? They'll just release Call of Modern Madden 5: Battlefield Part 2 and the fanboys will eat it up, horrid DRM and microtransactions and all.
I'd put good odds that server allocation was a very high level decision balancing the expected backlash
They knew Amazon rating / word of mouth is going to put a massive hit on the LaunchDay+1 sales anyways, so what do they care if it actually works once you've handed over your cash?
While you could blame the engineers for all the cars that died in the middle of highways, it'd be far more realistic to blame the Business Analyst for demanding such an arduous and failure prone requirement.
Engineers can only make things work to a point and after that some real world limitations need to be taken into account.
Isn't this just a technical error (bug) that is a game dev's (or infrastructure engineer's) responsibility?
Isn't mandating the constant involvement of otherwise unnecessary tech that is known to be error prone and unreliable just the result of a poorly thought out buisness requirement?
No, its not that simple either. Because they probably did think it out, knew they were choosing the riskier technical option and expect/expected failures to happen.
My read of the situation is that they expected the rest of the game to get a better reception overall and blunt the bad PR from the inevitable failures caused by the always-on/centralized aspects.
Of course for all we know Sim City will turn out to have that kind if BS too.
that poor game's so predestined to be a blatant cash whore, almost makes you feel bad for it
Really, the tech guys that got laid off will almost certainly go to find better jobs. Almost by definition, since they won't be making games at EA anymore.
I'd probably place money on the fact they failed the load testing. (Yes, I'm xEA and was involved in the last simcity load test)
Digital Restrictions Management = Defective by Design.
1) You can play most of games offline if you have a flaky connection; 2) They don't have a standard practice of turning off servers to 'obsolete' games, unlike EA. The Steam games are expected to work as long as Steam itself works; but SimCity most likely won't work much longer after the next SimCity is released, as we can see from EA current practices.
DRM is DRM. People only get angry when things don't work, with the occasional philosophical argument thrown in to prove a point after the fact.
Steam gets less hate only because their servers have better uptime, but the hate towards EA comes in the form of a philosophical argument about how DRM is fundamentally broken.
Though, it SimCity's case it seems to be worse as I've heard people losing saves occasionally. I don't remember too many people losing characters when Diablo 3 launched.
The problem with EA then isn't DRM but badly implemented DRM.
* Treat all markets equal and release the game at the same time. Not having access to a game that's released elsewhere is a huge driver of piracy. * Support your games, release follow-up content. * Actually make the DRM-Service a service: I can buy a game on steam and if there is a mac/windows/linux version, I can actually play all three of them.
It's all give and take. It's annoying that Steam games are DRM protected, but OTOH, I get added benefits. Just taking functionality from the user won't get you far.
The "defective by design" refers to features unwanted by customer, but intentionally designed by manufacturer.
Examples in the physical world are specific short-lived parts in consumer appliances to reduce their longevity and increase sales - as it's better for manufacturer if a washing machine lasts 5 years but not 10; or new printers being sold with half-full cartridges to facilitate sales of replacements. Quite useful to the producer, but nonetheless despiceable.
Spend a year or more in a local without consistent internet access and Steam's solution is not nearly as rosy. Putting Steam in offline mode requires that your first make an internet connection to cache. Even then after a few days, the cache expires and you have to be able to connect again.
You mean like all those small valley startups creating Rails web apps that only work when the user has an internet connection? I don't see the difference.
It isn't even being marketed/sold as an MMO. For the most part, people think this is a single player experience with some multiplayer interactions.
I haven't seen the retail packaging, but does it even state an internet connection is required? And if so, is it prominent?
EDIT: According to the shot on Amazon[1], it does at least state that a "persistent internet connection [is] required to play". Not excusing them by any means, but that's better than what I was expecting from the likes of EA.
[1]http://ecx.images-amazon.com/images/I/815mDnNUDhL._SL1121_.j...
I simply said comparing this to a web app is not apples-to-apples.
Games are not generally expected to require a network connection. If I take my laptop to the coffee shop without wireless I can still play Portal and Anno 2070.
Not so with the new SimCity.
Not to mention, there is an expectation that if you buy a game (especially on physical media) that you will be able to play it so long as your hardware supports it. I can still play Quake 3 for example.
With SimCity, if they ever shutter the servers or sunset the Online Service your game becomes nothing more than a pretty coaster.
Unless you bought Portal on Steam and didn't sign in when you had an internet connection.
The DRM strategy in Sim City is not the same as Steam, and cannot really be compared. EA are forcing unnecessary always-online features into what most people expect to be a single player game, preventing it from being played offline at all, in a thinly veiled attempt to prevent piracy and resale. That would be bad enough, but what makes it utterly unacceptable is that they haven't provided the infrastructure to support it in the short term, and clearly don't have the business model required to support it beyond the first few years.
Why anyone would knowingly support this business practice at all is beyond me, let alone for a game which has had such dubious pre-release reviews and is now essentially unplayable.
For the same reason Siri needs a connection to work: there's a lot of heavy processing going on, which your client device just couldn't handle even if it wanted to, that is being offloaded to a cluster somewhere instead. In Siri's case, it's linguistic analysis; in SimCity's case, it's inter-city traffic-flow, economy, and other expansive high-granularity world-simulation tasks.
...or, at least, that's what EA's engineering claimed at some point. To still be charitable to them, but to temper this with pragmatism a bit, I don't think there's really that much difficult processing going on; I imagine it was more that high-end gaming PCs could run everything client-side, but the low-to-medium-end PC market--from which Maxis pulls the lion's share of its sales volume--couldn't.
Shoving the processing server-side means everyone can get the effect of throwing a 3GHz Xeon at their world-simulation, and the total amount of processing required can be decreased dramatically by using player's real cities to neighbor other real cities for inter-city world-sim calculations, instead of having to simultaneously synthesize the behavior of 8+ AI cities to interact with each real one.
To put it another way, I imagine it would be very hard to market a game where the core feature ("new, more granular, more realistic simulation!") degrades into non-existence on the average PC, thus rendering an upgrade from the previous version moot.
But it's not even implicitly understood that a game need a web connection. It's not part of its integral operation. Why would it be?
TL;DR: Things on the internet obviously need a web connection. Things not directly related to the internet...shouldn't need one.
On the contrary, this is by far the most realistic simulation of working for government that's ever been created.
I do feel bad for anyone who works in that type of environment, but I don't think many (if any) of their employees are under the impression that their work will be lauded by adoring fans. Gamers resent everything that EA stands for -- especially their constant profiteering and manipulation -- and begrudgingly buy their games because they're one of the few companies with the budget to create AAA titles.
Takeover by EA is usually considered a death knell for game studios...
Further to this point: Maxis, makers of Sim City, were notable for a long time as being the glaring exception when it came to EA's habit of buying and squeezing studios to death.
But the writing was on the wall when THE SIMS hit so big and was.. "exploited"[1] so heavily.
And when Will left... well, it's just flat-out inconceivable that anyone remained naive about what EA was going to get up to.
Yuck.
Its the whole consumer versus content producer battle in a microcosm, and it doesn't make consumers look good. It's easy to get away with being a shitty company like EA when people line up to get "Madden" versus some non-branded sports game.
EA bought Maxis when they weren't in great financial shape
I'm not familiar with the specifics, but if Maxis was in such dire straits, why did Wright become the largest shareholder of EA as a result of the takeover? And his partner became CEO for a while.Sources?
> The company's IPO took place in 1995. In 1997, after
> setbacks on a series of secondary titles, Braun and
> Wright sold Maxis to Electronic Arts for US$120
> million in stock. The deal made Braun the largest
> shareholder in EA at the time.
Not Wright, but a result of the purchase.Also from Wikipedia[2]:
> Maxis went public in 1995 with revenue of US$38 million.
> The stock reached $50 a share and then dropped as Maxis
> posted a loss. EA bought Maxis in June 1997.
and > It was a difficult idea to sell to EA, because
> already 40% of Maxis's employees had been laid
> off.
[1] http://en.wikipedia.org/wiki/Jeff_Braun[2] http://en.wikipedia.org/wiki/Will_Wright_(game_designer)
I'm talking purely about the games and the people who make them.
EA buys studios and squeezes them. Why the studios subjected themselves to it is irrelevant to the fact that it happened. Repeatedly. Pretty much non-stop since Trip walked out the door. EA's long-standing treatment of their employees and the properties they owned, in the pursuit of a release schedule that burned out both in short order, is not revisionist history. It is EA's history.
http://www.shacknews.com/article/60839/new-images-of-maxis-c...
I think the respective records of EA and a pre-EA Maxis ought to provide ample evidence of the likely culprit here.
This isn't the first time EA has seriously blown a launch due to infrastructure issues I realize. EA's main infrastructure server team runs things like a pre-dotbomb forture 5.
I'm slow to throw blame since EA's acquisitions chose to join EA. Technical Directors at Maxis are just as much to blame as well as product/project managers that fail to squeeze load testing into the busy schedule.
I do (sadly) agree that studios seem to lose their magic to us gamers once they join EA. Why?
I'll give you one guess.
Not quite correct. Maxis' shareholders decided to join EA; I doubt the average programmer, or even the average project manager or tech lead had any say in the process whatsoever.
One of my biggest disappointments with the games industry is that those editors never really made their way into the industry at large. One of my greatest hopes after Spore launched was that some company would license those editors and actually build a good game around them. A Dungeon-Keeperesque game with fully editable creatures and dungeon design was a particular dream. Sadly, it never really caught on, and Spore looks to be a mostly dead end.
http://en.wikipedia.org/wiki/Spore_(2008_video_game)
Unfortunately, the citation link is dead on the article. I don't know if this answers your question about commercial success. Maybe someone knows more about this data point in context of the industry.
Either way though, hard to shoot an accurate azimuth when heavy fog miraculously rolls in out of nowhere and limits visibility to ~100 ft from the bridge. :)
> Either way though, hard to shoot an accurate azimuth when heavy fog miraculously rolls in out of nowhere and limits visibility to ~100 ft from the bridge. :)
Well that part is easy. Follow Robert Duvall's advice and call in for a huge napalm strike to lift the fog. It is the smell of victory, right? ;)
"Spore" was 5 years ago, FWIW.
Perhaps they were under legal obligation or pressure from EA, but I find it hard to feel sympathy.
Now if it was "Answer Me Everything"...
In a similar fashion, you don't really add information to the discussion when you make an analogous statement about the misuse of an AMA thread.
'the purpose of the AMA was to promote the game, not satisfy readers' questions, so they didn't answer questions that would reflect negatively on SimCity V.'
Would be:
'the purpose of the car was to drive on the road, not to drive into the lake, so they chose not to drive into the lake.'
SimCity isn't a normal game, it's a SaaS game.
Do we need a new acronym for games that required black-box server side components (Not just DRM but entire chunks of game code) not controlled by the consumer?
GaaS? (Game as a Service)?
Ubisoft did the same thing with the last silent Hunter game IIRC.
I was also thinking about PC Games mainly when I said that since it still (touch wood) a rare situation.
To be honest, mobile gaming didn't even appear in my PC-master-race-gaming mind :p
This is hardly a new concept, Eve Online is a fairly prominent example of a game that is run entirely as a subscription service. I'm sure there are other MMO games that do the same, however there are others like World of Warcraft which combine a subscription service with a "boxed" game client.
In the context of the current discussion, I think EA could have made the new SimCity game entirely service based, like Eve, giving the client software as a free download and charging for access to the server, where most/all of the actual simulation logic would live. Instead they've pulled a bait-and-switch with a boxed product.
When I was talking about GaaS I was sarcastically talking about ostensibly single-player games are crippled in this way.
Crippleware is a good one too :)
I understand the SaaS description, it's a very accurate one but the point is customers have paid for something that is essentially an overpriced server status and countdown application. This is not acceptable, it's not like the game was given away for free. People have paid for something they cannot use.
How would you feel if you just bought a new car, drove it out of the dealership and found-out it had some amazing new technological anti-theft GPS immobiliser in your car that always needed to be connected to the monitoring company network and it was preventing you from driving it out of the dealership? The dealership refuse to refund your money even though they knew the car had this issue, but they sold it anyway so you have to wait for a fix... EA sold us a lemon, I feel very ripped off.
Do EA even test their games any more or do they just develop them, throw some really buggy DRM implementation in and sell as many copies as possible? They're already one of the most hated companies in gaming, I guess they can't really lose out any more, they hit rock bottom a while ago. Much like the music industry, they'll eventually start losing copious amounts of cash and blame piracy instead of themselves. So tired of EA's crap.
They're not stupid, they know it's getting cracked. It's just a play for more time.
Think of it like trying to get a "crack" for 37s Basecamp or similar.
You might be able to eventually do a good enough job that makes your server feel quite close to the official server but then every time the game updates you either have to stick with the old way or do all of your analysis again. So you end up with a divergence between the real game and the pirate game.
It is certainly much more time consuming than figuring out how to set the "isGameValid" in securom to 1 and breaking every securom game out there. In this case you have to individually reverse engineer every single game out there, so at some point you hit the limit of the rescources that game crackers will spend on cracking. Essentially the problem with traditional DRM is that attack is easier than defence, this inverts that relationship.
Some games, WOW for example have people spending significant resources on reverse engineering them (although for different reasons) because there is a financial incentive to do it (you can make money selling rare items). There probably isn't much money in cracking simcity.
But game runs just fine for twenty minutes after disconnect (at least it simulates one city fine). You just may lose your progress because game saves "in the cloud".
So how would this work: 1) have a early launch code included in collector versions and pre-order, for something around 1 week. 2) include a special DRM system for only the pre-launch week, and announce that it will be removed after the pre-launch week.
the benefits: 1) Crackers are people, and there is little incentives for 1 week crack. A honor system could also encourage them to avoid cracking the game, if this model is made in honest. 2) Buyers are people, and those that would buy the game at launch (90-95% of revenue) will not have a pirate game to pick from. 3) pirates are people, and those that rather wait for a crack will wait here too.
Yay! The Big-Enterprison teaches the youth VERY effectively why it scks by destroying their fun* with games ... this time: Simcity.
Is this "disaster" some sort of an ideological paradox intervention?
How bad can this get? I mean how do you manage to fail at such scale with a brand like this. Don't they need the money anymore? Don't they want it?
Interesting.
A small team might not. However, they also won't have the resources typical a larger triple-A product either. Nor will your game have a marketing team behind it to draw gamer attention with.
Without that, your game has to have a combination of cleverness and buzz. The latter requires a certain degree of luck.
Even in the best case scenario, where the servers all get fixed this evening and the game works flawlessly for everyone for a month straight, the damage to the game's name has been done. The meme is hatched: SimCity 2013 has a highly brittle dependency on poorly-planned cloud infrastructure.
There's a private region mode in the game (that you nonetheless can't use offline in the current architecture). EA needs to have Maxis crunch for the next couple of weeks to make this work offline. Yes, I've read the nebulous quotes about "part of the sim happening in the cloud." Whatever that is, they'll have to move it to the client.
Once offline play is possible, if EA wants any chance to make back its investment on this game, they're going to have to first promote the new offline mode, and then spend the next couple of months doing some post-launch rescoping of the multiplayer aspect. They can still make it work; it could still be fantastic – but they have to move fast.
To the tech-literate crowd, this will be the meme. But for the average gamer, the meme is different, and I might argue worse: Sim City simply doesn't work.
Success or failure depends on your definition of success here. Successful game, sure. Successful sequel to Diablo 2, it doesn't seem to have the same popularity, and I think the connection issues at launch framed a lot of people's opinions about the game.
Give EA time and Sim City will stabilize as well as D3 has, either because they've expanded hardware, or shrunk their user base.
I'd love to agree with you, but I just dont think its plausible.
And I forget what the excuse was for Command & Conquer 4.
It's just DRM first and foremost.
In the future years when "study of video game history" becomes a thing, people will be able to examine and analyse old games like SimCity 2000 by actually playing them as they were. Since they have been archived and preserved by wide distribution.
Then as you get further into the future maybe you start to come across games where you have to say "sadly the only existing copy of the server code was lost in the great github fire of 2020, so all we can show you is this archived footage".
You mean the tens of thousands of videos that will be posted. Historians will have no shortage of source material.
I'd actually argue that the videos are more valuable as they show first hand how the game was played at the time. Think a recording of a long-forgotten instrument compared to the actual instrument, which is more valuable?
One solution may be to propose an escrow system.
A neutral non profit (or several) sets up an entity which exists to collect software binaries and/or source code from companies under strict NDA.
At some event, either after a period of time or at the time in which the service based on that software ceases to operate; the software is released to the public (either for free or for some payment to the escrow entity).
In return the company gets a "no abandonware" sticker it can use in it's marketing/branding which gives consumers confidence in their purchase.
They say that a large bunch of the simulation runs on their servers. And that each city is connected (via the graph) to every other city. What if they haven't built in clean partitioning? If cities really do interact with every other city, and they've haven't already seriously planned how to horizontally scale, they're hosed.
If it were just a matter of adding more hosts, wouldn't they have done that by now? Surely you over-provision for launch and then scale down once the first sales are over and people's interest dies down.
EA's SimCity 5 (the newest release) stores towns and character profiles on a per server basis, meaning 'US West 1' and 'US West 2' are different. You must even re complete the forced tutorial if changing servers.
It's unclear what parts of are being offloaded to the servers. Possibly only the 'global economy' stuff, along with other 'social' features. A client can be disconnected for 20-30 minutes and maintain a stable game until the client forces the eventual disconnection "Because a connection to Origin cannot be maintained". Strange for the gameplay to not noticeably change when disconnected from the machines that are supposedly running simulation for you..
They've already ruined their "second day" sales, and they have the money for their uninformed first day buyers already. Their best option is to ignore the pleb's while demand dies off enough that their existing infrastructure is adequate
The same thing has been happening for a long time. If you are a gamer, you are sharing space with petulance. You can pretend all you want that games are designed and built with an adult in mind but adults aren't the target market.
They'd just see this as an issue with the server infrastructure , not the game. They'll just get more servers online, people will start to play and then the complaining will die down.
I dont think it will hurt their sales as much as you're implying anyway. I've just purchased it, knowing about the server issues, but also knowing it's going to come good soon enough.
This isn't strictly "evil DRM" as people are highlighting.
Unlike some other games, it's not like SimCity is just phoning home to figure out if it is licensed or not, and preventing unlicensed copies.
SimCity depends on EA/Maxis' server infrastructure for a great deal of storage and computation related to the macro-scale components of each game. Not only is city state synced there and shared between players, but regional dynamics and macro-scale economic systems are continuously maintained in the EA cloud. There's plenty of other features that are done server-side, and in total they represent a substantial piece of this game.
We can argue about whether these things should be computed and stored in the cloud, but I think there is a plausible, if imperfect, argument for doing so; Many players are involved and system resources are scarce relative to simulation complexity.
Regardless, the use of the cloud in this game is for more than just to deter pirates. That much is clear. And it's also clear that EA cannot "simply remove the DRM" and expect people to have a full offline experience; this is a primarily multiplayer game.
Indeed, this seems part of a trend in the games industry--that of bringing MMO(massively multiplayer online) experiences to more games. Call it social or something else, more games are working to get people to play with others. It's good business and actually creates some special experiences.
In any case, EA/Maxis have clearly not executed the launch for SimCity well. With 10 years of pent-up demand, it would have been wise to provision more server side resources to keep the experience good. It's hard to keep up with so many users, and perhaps a longer beta period would have helped.
But as a SimCity player and vet, I'll say that stripping out the online piece of this game doesn't make sense, and that piece was certainly designed for the benefit of gamers.
It's not strictly DRM or EA milking their customers.
People are upset about the lack of a single player offline mode, which absolutely is about preventing unlicensed copies. There is no technical reason for its absence.
The cloud based stuff sounds great, and if it were an optional extra that was unavailable at launch due to technical difficulties, I doubt you'd see a hundredth as much bad PR.
> We can argue about whether these things should be computed and stored in the cloud, but I think there is a plausible, if imperfect, argument for doing so
Conceivably true? We could be in a world with no DRM, but there would still be a market trend moving games towards a more social, connected and integrated experience; and some developers will be looking at ways to fundamentally build their new games in a way that takes advantage of this. Why not SimCity? The Sims 3 already indicated where the Sims franchise might be heading with regards to improved connectivity with friends, I don't think it's an entirely unreasonable leap to get to where SimCity is now.
Which isn't to say that DRM wouldn't have been a business consideration at an executive level; but there's definitely an argument that SimCity's design choices, even if flawed, can be justified without considering DRM.
If the problem was "going social", you'd see more p2p and lan-gaming features, rather than "let's all connect to my servers, creating huge scalability problems which may or may not be solved at some point".
this is not preposterous at all. if all the simulation happens on the server side, its not necessarily trivial to have that run on the client. maybe the server requires unix. maybe the server requires an oracle database.
That said, you can imagine a situation where doing these computations locally did compromise the experience for a certain spec of machines. Maxis has already explained that city size limits were imposed because the simulation didn't run sufficiently well on the low-mid spec machines above the allowed size.
As the owner of a higher spec machine, I find it somewhat silly that this couldn't just be a preference item (as AA and resolution are), but I can understand the decision to cut down the computational demands to keep gameplay smooth.
Games that have launched with framerate issues recently have met a huge amount of flak--see what's going on in the Planetside 2 community. You can argue that what's happening to PS2 is far worse: they released a poorly optimized game, and those issues prevented people from playing for months.
I find it hard to believe the game is so complicated a laptop will struggle, but EA can efficiently load it onto servers? That sounds pretty hard to believe. Even if the target player is using a crappy Netbook, you're talking about a dedicated compute server for every 4-20 players. That's insane.
Intel players will need, minimally, a 2.0 GHz Core 2 Duo, while our AMD players will need at least a an Athlon 64 X2 Dual-Core 4000+.
Those sound pretty capable of a significant amount of simulation themselves...
But beyond the "feather that broke the camel's back" rationale for offloading compute, keep in mind that there are issues around shared data that would vastly improve performance of region-level computations in the cloud. If the region state is maintained in the cloud, any computations on that state will be far more quick when done in a centralized way.
Further, there are fewer challenges around handling client desynchronization, which is a classic problem in large scale strategy games. Reconciling one or more desync'd client's state can get very difficult. Under a centralized system, the master copy reigns.
Obviously there are downsides, but it's not like it's a crazy idea to offload some of the compute to the cloud.
As far as the multiplayer, I don't think anyone has a problem needing servers for multiplayer.
All I'm saying is that the suggestion that computations need to be done online to save local CPU, even on a singleplayer game, is obviously ridiculous.
When you centralise you also have other advantages, such as being able to cache the results of previous computations. So if you can structure the computations in such a way as to be fully or partially reusable you can memoize and scale much better.
I see this sentiment expressed pretty often, but in this case it seems flawed. From what I understand, you can't build a city that does everything, instead you rely on the other cities in your 'region.'
The new Simcity is no more single player than World of Warcraft. The previous games were single player, as they focused on a monolithic city. This game is designed from the ground up with the assumption that you will play with other people. There's no technical restrictions preventing Blizzard from offering single-person servers for WoW, it just doesn't follow from the game design. The same is true here.
WoW relies on active human beings to make its world lively and addicting. I don't think that need is as prevalent in a sim game, where the game AI itself can...well...simulate the regional qualities that would affect a player's city well enough.
How is this any different from a single-player RPG where you control a party of characters which all depend on one another's unique abilities?
The previous title in the series quite happily did this all locally. Log in and be presented with the area and all the city locations in a grid, pick one and build.
It's possible for providers to install hardware where each player gets computational resources that rival their own -- OnLive does it. But OnLive also charges a monthly fee for it. And the offloading is only significant compared to, essentially, thin clients, not gaming PCs.
So the simulation offloading argument is just bogus. But of course it's consistent to argue that SimCity is a multiplayer game, full stop, that a single player version, while feasible, would simply be so unattractive that they aren't going to support it; just like Actiblizzard doesn't offer offline WOW. But I assume lots of people are in fact playing essentially single player in a private region, and of course SimCity was a solitary experience in the past.
The problem is that most people's perception is that it really doesn't need to, that the core engine could have been implemented to run entirely locally and the online-only features would be optional.
It's all well and good if the game has social features or other enhancements that are only enabled if you are online. But could the game have been implemented such that the core single-player gameplay is available without an internet connection?
Most people perceive the answer to that question to be "yes". If the answer truly is yes, then implementation of the game in this way is DRM.
>> this is a primarily multiplayer game
If that's true, I'd say the one-star reviews are just as justified. This game was marketed as the continuation of a series that has been predominantly single-player. I'd say there's a reasonable expectation that the game should work without an internet connection. I wouldn't expect World of Warcraft to work without an internet connection, but I expect SimCity to. I wouldn't expect Dead Space 3's co-op to work without an internet connection, but I would expect the single-player campaign to work without one, and it does.
So you're right that its not "evil DRM" in the traditional sense, that shit failed and publishers moved on years ago. Online components, and preferable mandatory online components is the new AAA game anti-piracy, anti-secondary-market strategy.
EA could have designed a more resilient architecture without sacrificing the multi-player/social aspects. But they didn't, why not?
Game reviewers like Polygon knowingly played prerelease code on private development server, and reported no major issues. In addition, EA recently cut back on game features and disabled the fastest game mode to help their servers cope -- some additional indication that servers are doing a fair amount of work to service the game.
I agree it sounds like a solvable problem made difficult by overwhelming demand. And for some number of reasons, they cannot increase server capacity sufficiently to solve it. This sounds more like a failure of server engineering than an overly aggressive DRM strategy.
[1] http://www.polygon.com/game/simcity-2013/2630 [2] http://www.polygon.com/2013/3/7/4075120/simcity-servers-upda...
I got a few hours in before I ran into the issues everyone outlined, but after having built a pretty sizable city, my impression is that the multiplayer/online aspects of the game are pretty much worthless. It feels more like a feature box being checked than a core element of the game. I get the impression that they tried, but it ultimately feels incongruent with the core mechanics.
There's another element, which is a bit hazier, but being that this game is a sequel, there are certain expectations that people come into it with for a Sim City game -- expectations which aren't met. Sim City is a game about playing mayor, and all the social nonsense is sort of getting in the way of that experience. Especially since the whole "online" aspect has kept me from playing it today AT ALL, because the "server is full" -- despite the fact that I played 10 hours yesterday and felt no need to interact with anyone. I'd happily leave behind the whole social nonsense and just play the damn game if it would let me.
This isn't a proper Sim City game. It's like going to a restaurant and ordering spaghetti, and getting something entirely different. Sure I want the restaurant's take on spaghetti, but you can't stray too far without inventing a new dish. I wanted spaghetti, and instead I got mac and cheese. Some people might like mac and cheese, but that's not what I came here to get, and I'm disappointed.
To me it felt like I'm playing DRM with features inspired from simcity. Sadly, I'm not joking.
When my friends are building cities around me, we move really fast and the supply chain and people sharing mechanics can create some truly startling results. It's a very different experience from SC4, and I'll say its only a bad thing if you play alone.
Yes, there may be technical limitations that required processing to happen on EA servers. And yes, they make it clear on the front of the box that an internet connection is required to play the game.[1]
But most people purchasing this game expected that for the most part, this would be primarily a single player just like the previous titles, and that the internet connection is only required for DRM and/or occasional online interaction. They don't realize that a lot of the engine lives in the cloud.
So there is a different level of disappointment because of the expectations that were there. If this had been a follow-up to an MMO, they would have known that the game heavily depended on server performance, and it may have been a little more forgivable.
But most people don't understand why the game doesn't work. "Just disable DRM for now. Or disable multiplayer interactions. Make it offline only for now."
What I can't believe is that this isn't just minor hiccups with the launch -- this is catastrophic failure. Why couldn't better load testing simulate and predict what they're seeing today?
Regardless, as many have said, this will ruin the name of Sim City, at least for a period, and will cause even more bitterness with EA than what already exists.
[1]http://ecx.images-amazon.com/images/I/815mDnNUDhL._SL1121_.j...
It started with FPS mania... Then crazy DRM that destroyed your PC (Starforce I am looking to you).
Then... more crazy DRM! (SecuROM, that for example refused to launch Spore on dual-GPU laptops).
Then online only DRM...
Then DLC mania (Horse Armor, I am looking to you... unfortunately as the harbinger of something much worse past you).
Then Diablo III (and now SC5) managed to be the first games I don't want to play even borrowed, pirated or given to me. If someone give me a DIII CD, I won't even re-sell it and inflict something evil on someone, I will just throw it on the trash, because online-only DRM for Single Player game, transforming the game into a sort of cloud-based service, is one of the most evil things that companies could invent, specially because they can just yank the game from you when they wish (also you cannot have fun cheating alone or modding, cannot play when you are deployed in some war without internet on the HQ or live in the third world, cannot play if you deride EA/Activision/Ubisoft on the forums and they decide to ban you...)
You could go a bit further back and say it started with Atari 2600 era shovelware.
If there isn't some kind of anti-DRM movement surrounding these review this game might break some kind of record for worst reviews. As of now there are 737 1-star reviews.
By September 14, 2008 (ten days after the game's initial Australian release),
2,016 of 2,216 ratings on Amazon.com gave the game one out of five stars,
most citing EA's implementation of DRM for the low ratings. [1]
Spore's DRM issues were different, however.[1]: http://en.wikipedia.org/wiki/Spore_(2008_video_game)#DRM_con...
Oh boy...
http://www.reddit.com/r/SubredditDrama/comments/14v8er/drama...
Online spreadsheets or docs allow you to export to a locally accessible format. SimCity does not.
I would be raging if my text editor required an internet connection for me to access my local files. Al Capone rage even.
That would be the same as any cloud service(PSN, Steam, Google Play, App Store…), which is a shame, and should be forbidden by law since the consumer gets zero protection in this case.
It's a full economic simulation in which you can sell excess electricity supplies to other cities, lend them public services such as police or fire protection, build mass transit like commuter rail between cities, etc. Long story short, I was surprised to find that there are a lot of features that legitimately need a server. I initially expected the server-based system to be purely for the purposes of DRM, but anyone playing it can probably determine that it's a bit more than that.
Now if they can wrinkle out the bugs and get the servers running (which is, don't get me wrong, a huge huge huge issue right now), I'll be happy.
That was already possible in Sim City 4. Even in older versions (Sim City 2000 iirc) you had neighbor cities and could buy and sell utilities. Those features work just as well when controlled by AI. There is just no reason not to implement it aside from the DRM benefit.
This isn't a case where a client-only software package is locked by a remote server.
This is a case where core game logic is stored on servers and will have to be reverse engineered or emulated on some level to play truly offline.
I'm going to keep poking at this thing, so I'll document what I find here: https://gist.github.com/deoxxa/5111644 - feel free to join in!
Ultima Online was completely reverse engineered and then re-deployed to host the cracked version at a state where lots of players liked it. Prior to the devs breaking the way some users preferred it.
Do I doubt this will happen, No. Do I expect it to happen tomorrow? No.
But I expect either this to happen, or EA to fix this problem. When its fixed, I'll buy the game.
Granted, anything having to do with the region (imports/exports, shared upgrades, etc) was defunct.
Additionally, when you exit a city, there's a long pause where your client sends the city state to the server to be persisted (or so the UI tells me) -- another indication that the simulation is not run on the server.
My current impression is that the entire city simulation is done on the client, and the server is simply responsible for intra-city interactions and persisting game state.
They have been pulling this crap for years and each new release just gets progressively worse.
About a year ago I decided if it's not on Steam I'm not buying it. It really sucks to miss out on some of the games, but I refuse to support such an asshole of a company.
This held for Mass Effect 3 and Battlefield 3. And considering the reviews it has been receiving, I'm confident this will be true for SimCity once the early server issues have been ironed out.
The primary "DRM" in this game is not DRM in the sense of something that attempts to control your computer in such a way as you can not make copies or run an unauthorised version.
The DRM here is about moving game logic to a server under EA's control. I think this is the correct way to do DRM in that it works and does not require locked down client platforms or invasive rootkits.
I would much prefer to pay for something as a service than have some third party try and take control of my computer. After all, people don't complain about 37 signals , google or World of warcraft for their business models which essentially amount to the same sort of "DRM".
The issues here seem to be that:
EA didn't plan for the demand and make sure that enough servers were available.
Since there is no monthly service fee, there will come a point at which it is no longer economical for EA to run the servers. This will make the game unplayable unless there is some plan by which they will release the server software for download after X years.
There are certain expectations built around the SimCity brand, mainly that the games have high and timeless replayability and that they can be played in isolation. I wonder if the game had been named "Simcity online" would have changed the reception?
Not surprised. EA is a failure of a company being run into the ground by greedy and paranoid CEO's who essentially treat their customers like criminals. I feel sorry for the developers who obviously did an amazing job, the new Simcity seems like a well-built game with smart AI developed by no doubt some of the smartest minds in development, such a shame most people will never get a chance to play the game before demanding refunds.
The uninformed will blame the developers but it's the fault of EA itself, not the developers who did an amazing job. I want to play this game, but I'm going to download the cracked version when it's released instead because it'll actually work.
> Steve Jobs summoned the MobileMe team to the Town Hall > auditorium on Apple’s Cupertino campus for an obscenity- > laden dressing down. ‘You’ve tarnished Apple’s reputation,’ > he told them. ‘You should hate each other for having let > each other down.’ Then he named a new executive on the spot > to run the team.”
http://macdailynews.com/2011/05/08/steve-jobs-to-those-respo...
I agree that given the narrow scope of the online plain in SimCity, they should have an architecture that scales easily. I hope they do a public post-portem.
Best case: They do it reluctantly, but don't care enough about their work to stop it. Worst case: They do it willingly and think it is a great idea.
--
Iain Kidd @oceanquigley Just wondering if you regret the decision as creative director to refuse to provide an offline mode now?
Ocean Quigley @iainkidd Making a lot of assumptions there.
I should not hate people because we weren't able to develop another new product that made you another billion.
That's not a healthy work/life balance, that's a cult.
Digital: 765/866 = 88.3%
DVD: 912/1038 = 87.9%
I'm just curious of a way to eliminate all the people who made up their mind before the game even came out.
http://www.metacritic.com/game/pc/simcity
Fanboy perspective: http://arstechnica.com/gaming/2013/03/simcity-impressions-we...
However, this isn't some cheap game, some small company, some inexperienced producers who didn't know what to expect. That their servers aren't up to the job is inexcusable, and clearly their fault.
Even if Origin has Ts & Cs that boil down to you don't actually have the right to play games you buy, even if you buy them on a disc - which I'm sure they do, how is this possibly legal? The game is unplayable, it's their fault and they could have made it work if they'd chosen to.
http://www.adviceguide.org.uk/nireland/consumer_ni/consumer_...
...assuming you're buying it from a UK(/EU?) subsidiary.
Local laws will vary. IANAL.
Micropolis (Simcity): http://code.google.com/p/micropolis/
SimCity 2000: http://www.gog.com/gamecard/simcity_2000_special_edition
1) remove the online DRM 2) significantly expand the size of the ridiculously small city area (let users push the bounds of their system by choosing how big of a city to work on) 3) enable a save/load to go with the offline mode
Do it as fast as possible. And then suck up to users by providing some free DLC here and there.
Anyone taking bets that EA will do the opposite of these obvious steps?
There's something the game industry doesn't get in their zeal for control over users. (And lets be clear, this is about control, not just about piracy.) Here's what the game industry doesn't get: your barrier to entry is already exceptionally high. You might be able to get away with this in the short term, but it's a bad long term proposition, because I'm almost always going to choose convenience over quality (and I'm not alone). Asking me to pay $60, wait for a 12GB download, and have a very powerful rig is already a huge stretch. When you factor this mess in it's just not worth my time. I'd rather go get an indie game, or play a flash game. It's just not worth my time to deal with this, even if the game itself is impressive.
Everyone saw this coming. Everyone. I don't understand how they couldn't prepare better?
Electronic Arts (which EA is the mutated-gollum-like growth of) was actually a software developer that was based on the idea of the developers being artists. They shared lavish profits with them, put the developers' faces on boxes and made some amazing games. If you want to see some highlights of Electronic Arts' back catalogue, take a look at these:
* M.U.L.E - http://www.worldofmule.net/tiki-index.php
* Desert Strike - http://www.mobygames.com/game/desert-strike-return-to-the-gu...
* Populous - http://www.mobygames.com/game/populous
* The Bard's Tale - http://bardstale.poverellomedia.com/
* F/A-18 Interceptor - http://www.mobygames.com/game/fa-18-interceptor
* Indy 500 - http://www.mobygames.com/game/indianapolis-500-the-simulatio...
* Road Rash - http://www.mobygames.com/game/road-rash
A lot (but not all) of these were games developed when Trip Hawkins was in charge. Trip Hawkins went on to found the failed 3DO console, which is where a lot of the modern 3D versions of the popular franchises (NFS, FIFA etc.) first started out.
If you don't like DRM, being nickel and dimed, or scummy company practices. I highly recommend you boycott EA and spend your money on the plenty of City building alternatives on Steam[2] instead.
[1] - http://en.wikipedia.org/wiki/Tetris_(mobile_video_game)#App_...
It's pretty simple - I paid money for your game. Now, I own it. EA, maybe you need a tutorial on how money works. Let's not get side-tracked and start talking about whether or not I own my songs on iTunes or any of these more entrenched markets. If I buy a video game, I should be able to play it 10 years later, even if the EA Sim City Servers are long-gone and now devoted to keeping track of whatever the latest terrible incarnation of Madden does.
I didn't buy Civ V (not EA) because of DRM. I haven't bought other games because of DRM. I wanted to buy into the Sim City franchise again but I'm not buying Sim City V because of DRM. You just lost a sale and likely a future customer.
With the amount of stuff that gets simulated on their servers, the sim city servers are probably more resource intensive than even really popular FPS servers.
That means they're also more expensive per person than most other game servers.
What happens when it's no longer profitable for EA to keep them running? I doubt they'll release the source code.
Hoping they can get this resolved quickly. I think we're dreaming if the fix will involve a non-DRM offline mode.
I mean, besides the DRM. I don't get why my fake city has to be attached to a world of fake cities if all I want to do is play in the sandbox. Didn't the designers/executives consider that many people would be perfectly fine playing alone? And then slowly rolling out the multiplayer features?
I doubt we'll see it, but it'd be great to see a post-mortem of the actual bug. Was it load-related or just something extremely boneheaded?
But that's the core issue, really.
If what you mean is: "Crashing (to the point of unplayability) is an inherent consequence of DRM"...the many wildly successful games that have DRM would indicate otherwise
Fuck you EA - you're disappointing my inner child!
This game should have been a combination of a basic single-player mode (campaign style, maybe with goals to accomplish, etc) in addition to a multi-player mode that would allow for online play with other cities.
At least with a single-player mode you know there is a part of the game you'll always be able to play, long after the online components have been discontinued.
Conceptually, the online mode sounds pretty intriguing but, obviously, was poorly executed.
They deserve this game to flop, and it's good for gaming as a whole if this is an epic failure so EA will learn a lesson.
(Though I have doubts that a company as thick-headed as EA will learn anything positive from this)
Thanks EA!
Stand for your rights.
(I think there's some sort of analog to historical preservation of art and buildings here.)
Speaking of "broken" memes.
I used to play SimCity like you, until it got an arrow in the cloud. Improve on that please.
If that is indeed the case: Methinks the AWS sales guy/gal on the EA account has just been handed the easiest ROI they could ask for. "Buy my cloud, and we will be able to start selling your game again."
Although that won't tend to work if EA is already using AWS a lot.
No, it's not. If you're going to nitpick, get it right. The name of the game is SimCity.
Although I wouldn't call it a reboot necessarily since every version is more or less a reboot, so to speak.
http://en.wikipedia.org/wiki/SimCity_(2013_video_game)
>SimCity is ... a reboot of the SimCity series.
(may as well just wait for the cracked version and enjoy the game with more convenience)
http://www.reddit.com/r/simcity seems to be summing up the problem pretty nicely with some clever use of the curved roads.
http://investors.morningstar.com/ownership/shareholders-majo...
I remember thinking that the servers were guaranteed to melt on launch day.
So either they didn't ask the question, or they didn't answer it well, or they didn't bother avoiding the problems after they learned it, or they managed to flub it anyway. I'd be curious to know which dysfunction they suffered from.
How is it 2013 and NFL 2K5 is still the best NFL sim?