What EA could have done to help Sim City
blog.minefold.com
blog.minefold.com
nslookup api.simcity.com
nslookup socket.simcity.com
nslookup update.prod.simcity.com
Right now these are returning CNAMEs to amazon web services and akamai for me, and I'm told they were days ago as well.
If you're going to talk about how EA should have set up SimCity, maybe you should at least look and see how they ACTUALLY set up SimCity and make sure they didn't do the things that you claim would have fixed their problems?
EDIT: Also, getting a launch right for a tremendously mass-market product is hard work. Until you've actually done it, it's kind of shitty to stand back and shout simple advice like 'use the cloud' or 'use modern devops practices'. I think that's what really bugs me about this post: The minefold guys probably do have useful bits of scaling advice to share here, but they're burying it under lazy swipes at a big competitor that really aren't justified.
I'm not sure what's worse, as the author intimated, making a massive online game not using cloud tech, or using cloud tech and still suffering massive server resource shortage and being unable to scale anyways due to poor architecture?
I simply quiped ~ "more like misusing". Where in there is something wrong? Unless 30+ minute wait times is good design?
Trivializing Diablo's issues to "well Blizzard should have used AWS instead of managing their own servers" is just wrong, and doesn't get anyone anywhere. Its clear launching MMO's is hard. I'm not even sure the author is an authoritative figure on the subject - his service most likely grew slowly over months, rather than a million people at once.
EA's issue could be completely unrelated to the fact they used AWS or not (or if they implemented DRM or not). Again, games crashing at launch isn't a new phenomenon. AWS allows you simply add and remove machines. If EA has 100 machines at this point, there is nothing AWS can do. It may even be possible their AWS infrastructure is on point and the problem relies elsewhere.
In any case, we will never know if people just quip "well they should have used AWS/Postgres/MongoDB"
No matter how much horizontal and vertical scaling you do, it will eventually be possible for a player to create a friends list that has so many friends on it that operations on it end up becoming prohibitively expensive. Friends list operations end up effectively being JOINs.
I agree, just throwing AWS at the problem doesn't solve it, as demonstrated by this catastrophe. On the other hand, many people, including OP have managed to build scalable gaming systems on top of AWS where EA/Maxis for the moment appear to have failed quite dramatically.
Yes it's a hard problem, but it doesn't seem off base distilling the OP's argument down to "they have done the cloud wrong".
b) Singling out EA for bad tech is like beating a dinosaur... it's been dead for millions of years damnit! EA has not been know for making quality, reliable, stable games. In fact its exactly the reason I wouldn't buy anything they make. And usually won't even pirate it because its not worth the headaches of crashes and friends.
Otherwise please use the original title, unless it is misleading or linkbait."