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SimCity – mea culpa

March 9, 2013 5 comments

While lots of people are probably going to say this isn’t enough, it’s still nice that they’re trying to do something.

The full post is worth a read – it’s pretty short, but I don’t want to reproduce it verbatim. TL;DR below.

So what went wrong? The short answer is: a lot more people logged on than we expected. More people played and played in ways we never saw in the beta.

OK, we agree, that was dumb, but we are committed to fixing it. In the last 48 hours we increased server capacity by 120 percent. It’s working – the number of people who have gotten in and built cities has improved dramatically. The number of disrupted experiences has dropped by roughly 80 percent.

So we’re close to fixed, but not quite there. I’m hoping to post another update this weekend to let everyone know that the launch issues are behind us.

And, by way of apology, “we’re going to offer you a free PC download game from the EA portfolio”. Again, lots of folks will say that’s like piling poo on top of crap, but I like that they’re trying to do something, even if it’s not something that costs them all that much in terms of bottom line. ANY effort to make things right is better than no effort at all. Mistakes (or major screwups) happen – what matters to me at the end of the day is acknowledgement and some attempt to fix things down the line.

SimCity: oh sh*t patch

March 6, 2013 2 comments

So, presumably EA woke up this morning and saw the shitstorm. (Actually it’s very likely most of them worked through the night. I actually love game people, I just hate the way launches are always poo.)

They’re rolling out a server update. Since I’m not sure everyone can access that page, here’s the text:

We are working hard to resolve a problem that is at the heart of the issues which some players have reported. Namely:

Trading not working consistently

  • Unable to load/claim city errors
  • Getting stuck in a loop in the tutorial

To that end, we are currently rolling out a server update which we believe will improve performance considerably. This will involve restarts over the next 4-5 hours across all of our current severs. Minor player impact may occur, such as trading not working consistently and the region wall not working occasionally. We appreciate your continued patience and support while this fix is being deployed.

Please continue to check back here for updates

It seems the tutorial-loop issue may be fixed already, or that could just be because I finally thought to run the game as admin. Then again, it still wouldn’t let me play. It probably knows I should be working.

Sim City mildly blues

March 5, 2013 6 comments

I haven’t played enough to have much of an opinion yet. However.

EDIT for full disclosure – after trying to get into a game for half an hour, and then trying to create my own game for another half hour, I’m rapidly sliding out of the “Oh, silly EA” opinion chair and into “You guys just had to force us to play online and you just had to fail to have the server infrastructure (or whatever it is) to cope.”

During the ENTIRE development process, did nobody stop to say “You know, this game will be utterly unplayable if the servers aren’t working, and yet we’re not calling this an MMO?” – or, for that matter “Is it really wise for force the internet connection thing on people for a single-player game? We haven’t done it to the Sims yet, maybe we should hold off on doing it to Sim City…”

I now bring you back to the original, less bitter post.

1. When I buy what has been a single-player game (with recent multiplayer elements) since the late 80s — and I too had SimCity 1.0 on my Mac SE — I expect to be able to enjoy a single player experience. Meaning I should still be able to play if the servers are down.

2. If you’re as big as EA, PLAN FOR LAUNCH. This really isn’t rocket science anymore and saying “Oh, we didn’t expect the internet!” really isn’t an excuse.

3. The cities are too fecking small. I don’t care if I can play 16 cities at once in the same region. What if I want to play one giant, single-player, orgiastic megalopolis? Too bad, so sad, go back to playing the game in the single way Maxis feels you should be able to. Shame shame shame.

4. Did Microsoft give Maxis design lessons? Because it sure feels that way.

5. EDIT – And what’s with the crappy zoom out distance? That’s just nasty.

I guess we’ll see how it goes. I’m sure this version has some interesting new things to offer, and there are some cool new features (like non-grid roads, because not every city in the world is designed the way American cities were), but I’m still a bit peeved.

If I wanted launch day bullshit, I’d have bought an MMO.

SimCity bah

Game Trailery Goodness – Cyberpunk 2077

January 11, 2013 4 comments

I’m not usually much of one for trailers but ohhh, this is different. This is Cyberpunk – specifically, a teaser for Cyberpunk 2077. More info here. I so wish this could be an MMO, but there are lots of reasons why it’s better not. Even so.

DO. WANT.

It’s dark, it’s disturbing – but not in-your-face disturbing, which is even better – and in a short space of time asks one of the central questions of the Cyberpunk genre: Humanity is perfectible (by machines), but at what price?

And the soundtrack is awesome, which I’m not prone to saying about soundtracks in general.

I’m going off to do an Animal impression.

animal-muppet1

Categories: Cyberpunk 2077 Tags: , , ,

A little light reading

November 3, 2012 9 comments

From Rampant Coyote’s “Why the AAA Games Industry is Screwed” – an always-interesting blog with a link to a fascinating article.RC’s post itself is short and to the point, but if you don’t have this blog on your radar, you probably should.

The article linked is long but well worth the read if you have even an armchair interest in the industry, as I do.

Death March: The long, tortured journey of Homefront

“There is an expectation,” explained one producer, “that if you spend eight months developing a demo for E3 that does really well in the press, then that’s eight months well spent. Because you just sold another 500,000 copies of the game. It comes down to this very, very bizarre math. … No other industry would actually let you work like this. … So a lot of people are abused in the gaming world. Especially for marketing and things like E3. And I think that’s a business problem.”

I won’t comment – partly because it’s way too early in the morning, I’m under-caffeinated and I only just read it, and partly because it’s one in a long stream of “OMG how can an industry with so much potential get like this?”.

Well okay, maybe one little tiny comment. As a player and not a developer, I don’t necessarily care who makes my games (actually I’d rather it were smaller studios, since I have a cynical dislike of any megabusiness, even in gaming), but if the giants are screwed, will the indie studios be good enough to pick up the slack? There’s some amazing stuff coming out of indie studios and I’m not implying they’re not capable, but there’s a certain level of… glitz and glamour, I guess, associated with the humungous productions which – as it does with Hollywood blockbusters (whether they’re good or not) – does contribute to the buzz, anticipation and pleasure that flies around AAA game releases.

For me, gaming these days is almost as much about the anticipation for a game as it is about the game itself (which might be worth pondering further). While I decry the hype-wave fairly regularly, I also don’t shut it off completely because sometimes it’s fun to jump on.

Hype doesn’t make the game, of course, as we well know – I won’t even name names. But still… I’d miss the glitz if it were to vanish. On the other hand, I’d gladly ditch the glitz if developers and studios were able to feel a little more stable and not work psyche-breaking crunch hours. I’m not the first one to float the ridiculous idea that a little job security and a little less insanity in the workplace might make for a better industry in the long run.

Maybe part of the problem is that game studios seem to be run like Hollywood studios?

Categories: Gaming Tags: , ,

King of the road

July 24, 2012 4 comments

I haven’t had much time to play anything in the last week and a half.

For some reason, a particular game demanded to come back out of the closet and that’s what I’ve been putzing around with when I have the odd half-hour before bed. There are times when I’m too tired to chop up zombies.

Bet you can’t guess which game it is.

Gah. Now I’ve given myself REM’s eponymous cover version as an ear worm. I guess there’s worse ear-worms to have.

Categories: Gaming, Sims 3 Tags: , ,

FYI

December 12, 2011 2 comments

Skyrim is addictive.

I’ve had far less time to play it than I’d like, work being what it is, but even so I’m hooked like a trout on a humpy. (Yes, I went and looked up fish fly names. That is how much I care for you.)

It’s also made me realise that while I love love love the start of a game, I’m not so hot on the middle bits and I positively dread the end bits. Which presumably makes me something of a freak in MMOs, since these days it’s all about the end game and I’m all about the beginning game. The same seems to hold true in single-player RPGs too.

My first Skyrim character just… didn’t work out (long story), so I rerolled. The second character “fit” much better and I played her like a maniac at every opportunity (sleep is for the weak). She got to level 20 pretty fast, but I got all anxiety-ridden about having too many quests, being werewolfed before we’d even been properly introduced, having too many quests, being caught between the stick-up-their-asses Empire and the stick-up-everyone-else’s-asses Stormcloaks, and having too many quests.

The first time I had NO clue what I was doing and just got sucked up in the current (and gave up around level 3). The second time I thought I knew it all, but I still got sucked up in the current; somehow I ended up with several criminal bounties on my head when I really didn’t think I’d done anything that bad. Mostly I really didn’t think anyone had seen me killing those Thalmor bastards escorting their prisoner out in the wilds; turns out some city guards saw me, and before I knew it (whoops! my axe slipped!) I’d killed them too and only realised what I’d done when the game told me “All the witnesses have been killed.”

Ulp. I don’t think I’ve ever killed witnesses before. I thought they were bad guys, honest guv.

So I re-rerolled.

What’s interesting is that all three experiences have been quite different, at least as much as they can be in the framework of a single-player RPG. It was only with the third character that I noticed a choice in the very first scene, the tutorial scene that basically just lets you walk (which isn’t as easy as it may sound for an old bat used to her arrow keys and playing this on a console). You don’t HAVE to follow the Imperial guy – you can follow the Stormcloak guy! It makes little difference in the grand scheme of things, but it’s illustrative of how Skyrim is as a whole: there’s so much stuff in that game, you could play it a half dozen times and probably still find stuff you’d never noticed before.

The game is giganormous, and the quintillion quests are almost an imposition. If I had my druthers, I’d just wander around exploring stuff and clearing out bandits, which is pretty much what I’ve been doing. In the Elder Scrolls games you really can ignore the story line if you want to, and it seems most obvious of all in this chapter. I’m stuck trying to decide who I hate less, Empire or Stormcloaks, in order to decide whether I want to join one or the other; I could stay neutral, but I’d be missing out on a big plot arc, so sooner or later I’ll make a decision.

In the meantime, I have some ore to mine and some mountain flowers to pick. Also: elk are hard to stalk.

Also: http://www.penny-arcade.com/comic/2011/11/14 - cue hyena laughter because it’s oh, so true.

Categories: Gaming, Skyrim Tags:
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