Maxis explains what went wrong with SimCity & how they're fixing it
polygon.com
polygon.com
I expected a technical analysis and got PR bullshit.
They didn't use chaosmonkey? http://techblog.netflix.com/2012/07/chaos-monkey-released-in...
I'm running a 2.6 quad core with 16gb of ram and a ssd hd they're saying they have better than that (to overcome the internet latency) on their end for each user playing the game? I could understand needing to sync lots of actions with other players to need the server, but calculations? I call BS, that can't be right. Sounds more like a profit driving decision than a technical one.
*When I quit the game and came back the next day, my city was gone.
PS. I understand the rage against EA. I have not bought an EA game since 2002. I also had been laid off from a studio acquired by EA. So please don't imagine I am Johnny Riccitello trying to save his "reputation" or something. I am just addressing technical misconceptions. EA is evil and has to be put down.
So? The whole idea of 'the cloud' is that you are able to quickly (automatically) add capacity to handle temporary high demand for computing resources. With a capable provider like Amazon or Windows Azure, computing resources should not be a problem if you are actively taking care of provisioning.
(I'm also assuming here that when they say "more people logged on than we expected", the bottleneck wasn't on the login servers, but on whatever it is Glassbox does with all the accumulated city data. Because login/auth severs are relatively simple to scale out horizontally)
Have users pick a realm (continent) that their region (and hence city) lives on. Only allow X cities per realm. Announce only less-loaded realms to people trying to create a new city . More demand? More realms.
Or in shorter form: copy Blizzard. I'm struggling to think of a reason why this wouldn't be not only doable but the obvious default. Eve gets (deserved) props for violating this default of course but I think EA wants a slightly broader consumer base than Eve for this one.
Anyway I can't wait to read a detailed tell-all from an ex-dev.
There is an online component, but from what I've read about the game it's probably fair to say that most people will focus most of their time on the single player experience.