Simcity's senior producer finally releases a statement
forum.ea.com
forum.ea.com
I think it's also technically incorrect to say online DRM is the root of the technical issues. The server requirements necessary to support online DRM would seem to be much less than the server requirements necessary to support online city-state storage and inter-city interaction. Had the online component ONLY been about DRM, I doubt they would have had capacity issues at all.
I appreciate the fact that a lot of people are militantly opposed to DRM (the more invasive the DRM, the stronger the opposition). And I don't necessarily disagree. But it also seems like the fundamental problem with SimCity isn't the DRM so much as it's the online gameplay nature of the game combined with a totally inadequate server capacity. The less shouldn't be "don't use DRM" so much as it should be "do a better job planning server capacity".
If the servers were just DRM, do you really think this would be melting them because too many people used cheetah?
If only there was a way to start virtual server in less than three days...
It's forgivable that it doesn't happen automatically, as automatic provisioning in response to load isn't always an easy problem to solve, but if it's going to take them 3 days to bring up new machines on EC2 to handle load, they're doing it wrong. The ability to do this sort of thing quickly is one of the top few reasons to use something like EC2.
Server outside EA are pretty new to EA from what I understand
The weirdest crap melts sometimes when you apply real numbers of real non-tester peoples to things. Weird crap you cannot test for. Often has little to do with raw power, but instead is small architectural inefficiencies you cannot easily fix.