| E Zachary Knight |
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Withe the news that someone has already figured out how to play the game offline for as long as you want, I think a lot of these suggestions are moot. Once someone devises a way to save offline, then there will be nothing stopping people from enjoying the game.
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| Russ Menapace |
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I don't think people cared so much about it being always online. I think they cared that it didn't work.
If you can figure out a way to manage player expectations to make them OK with the game they just bought not working, you'll dominate the industry. |
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| Tyler Shogren |
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The traffic and other path finding bugs are the real issue, this is exactly why people have been pirating games. People who play more than a few hours cannot finish a game due to these crippling bugs. There's no way internal QA didn't know about these issues, meaning EA PR committed either fraud or gross negligence in communicating with the public. Review scores indicate complicity in most of the gaming media. This is a textbook example of what's wrong with the industry.
EA wants to make this just about DRM, but it's a red herring. It seems their real goal is to put all games on MMO-status: publishing paid-betas, collecting revenue up front and completing (or not) development depending on sales. |
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| Thom Q |
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EA is basically the Anti King Midas of the gaming industry at this point.
I'm so glad they had nothing to do with XCOM.. |
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| Jake Skinner |
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Mismanaged expectations? I'm pretty sure that, as a consumer, there is a reasonable expectation to be able to access the product after you purchase it. If EA were a car company and their product only turned on part of the time, the cars would be recalled and a class action lawsuit would be launched.
I don't think your article takes in the full scope of stability issues with DRM technology and single player games (emphasis "single player.") Diablo 3's launch forever changed the landscape for developers desperate to protect their sales through online authentication. This latest furor against EA's DRM efforts is an escalation of Blizzard's own fallout. I'm sure it doesn't help that SWTOR was a flop. |
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| Lewis Wakeford |
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I hope that 10 years from now the law has caught up with technology and in these situations refunds will be mandatory. Most countries have consumer protection laws for physical goods that allow us the some sort of rights, regardless of the companies policy if they sell a faulty product then they are the ones that get screwed.
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| Christian Nutt |
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I've said it before, and I'll say it again: Dark Souls got this right. It's an always-on single player game with (particularly at the time) unexpected online functionality -- but it's clever, seamless, it doesn't keep you from playing the game if you don't have a persistent connection (possibly because of Xbox Live Gold/Silver, but probably by design) and it's merely highly ADDITIVE, not required. It's a better experience with it, but there's no meaningful downside to skipping it. This is what an always-on single player game should be like.
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| Ramin Shokrizade |
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I think online authentication is going to become the norm for AAA games, if it isn't already. Piracy is just too pervasive. That said, if I *purchase* a retail game, I should be able to play it any time I want and anywhere. Even on an airplane. This conflict means that the days of traditional retail game sales are numbered beyond the indi market. Free to play will replace it, and when a game is "free" the consumer expectation is going to be very different. Granted, you really don't want to screw up any launch, even an F2P launch as that is money just going down the toilet.
I think multiplayer games are more fun, especially cooperative persistent games, and can monetize much higher than any single player game could. Of course the designers need to decide which product they are actually making, and what business model they will be using, well before they finish the game. What EA gave birth to here seems like it was the product of creep and a tremendous amount of managerial indecision. |
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| Kevin Reese |
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Absolutely dumb decisions were made on this game. Seems like the bean-counters were allowed to make decisions that designers should have been accountable for.
When I initially heard they made the game more into a MP design to have a strong DRM system, I thought that maybe this was a rare occurrence where a DRM system was well thought out and good idea. But no: the always-online restrictions brought about 10 negative traits to the game for every 1 that added. Just a terrible and dumb group of decisions. A franchise like Simcity is pretty easy to improve: yet it seems like they are hell-bent on destroying it. Besides the DRM, the basic mechanics of the game have also been eviscerated. I just really can't understand the notion of making the game as pretty as possible when you don't have the manpower assigned to the simple core mechanics of the design that make the game enjoyable after the first few hours of play. (The economic system hardly exists , the maps are radically smaller than versions of the game many years old, the population numbers are fudged, the "trumpeting the ability to look at individual Sims" advertised does not exist etc. ) I find the cost-return analysis of these decisions hard to fathom. It just would have been so much simpler to do things right. It really seems like they set priority #1 at maximizing the short-term profit from this one game at the cost of killing a franchise which 20+ years have gone into establishing. Putting all the gamer-grief aside, it just doesn't make sense from a financial standpoint. |
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| Gil Salvado |
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Beside the fatal launch of SimCity I don't blame the gamers that complain about the online feature. It's not a part of the core gameplay mechanic - you could still play the entire game without it - but it adds nice content and connectivity to the core design. Just like having random creatures of othrer players in Spore for example. But due to inaccessibility of the login servers for this nice-to-have feature, the whole game is unplayable. And that's something, that should give a professional game designer cluster headaches.
So, I don't blame Maxis for this, because I regard their game designer very highly. I believe, they knew what was coming for them. Even Blizzard didn't managed a smooth Diablo 3 launch a year before. We can assume this to be common knowledge for serious game developers. Such like Maxis' are. I blame EA for this. Not because they're EA. But because someone at EA required this always on feature to be implemented. Because they have to make a profit of this game. No matter the cost. Since years it's always the same with them. It's major profits first, happy consumer last. And it's not like they don't make plenty of dollars each year. Being a stock market company they have to make a profit, and that's their dilemma. |
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| Simon Ludgate |
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I wonder if anyone will do a meaningful comparison to the previous always-on DRM game from Maxis: Darkspore. I passed that one up too because of the always-on "feature" that caused you to lose all your loot and XP gains if you disconnected mid-game.
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| Mark Slabinski |
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I feel like the Sim City debacle was mishandled from day one, and not just because of mismanaged expectations. Maxis and EA seem to have forgotten that Sim City is a legacy property, and has a rabid following even 10 years after the last game in the series. That kind of property, one that has the potential to stir up all these powerful emotions in people, needs a delicate touch. Maxis and EA should have had their PR people in maximum crisis mode on day one, making every effort to assuage the fans and assuring them that they cared about Sim City as much as they did.
No matter what happens now, everybody loses. Gamers lose by getting an inferior product, the reputation of Maxis and EA is further tarnished, the Sim City name now carries a black mark on its record, and another tick is added in favor of the large publishers in the balance of power in the marketplace. |
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| Michael Wenk |
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Oh snap. I'm sorry if I have the expectation that if I spend 60$ for a game that it must work when I want it to. I'm sorry if I have the expectation of being treated like a customer instead of a criminal.
Yes, its all my fault. |
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| James Barnette |
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99% percent of all of the "issues boiled down to capacity. and poor pre-planning.
1: Everyone that preorder via online "Origin" should have been able to pre-load the game. At most there should have not been more than a small update needed at launch. And for all the people that did have to try to download at midnight there should have been more server capacity made available. 2: At launch There should have been more server than could have possibly been needed. Instead of 1-2 server per region there should have been 6-8 per region and then over time scaled them back as needed. Believe me other that the tutorial loop bug "which people found workarounds for" nothing else was a big time show stopper the way that simple capacity was at launch. People just wanted to play and they couldn't people knew it was a new game and was most likely gonna have a bug or 2 were not stupid we know how this works. but people have to be able to play period. Not ahving enough capacity at launch is a simple issue to fix and it a game killer if you don't address it. |
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| AJ S |
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I am a long time fan of sim city and I will not buy the game or any other game that requires this DRM bullshit. Infact I might go out of my way to pirate a copy of sim city just to shove it up EAs ass. I just want the ability to buy the game, install it, and play it without any DRM. I don't "want it to just work" as the article states... I don't want to deal with DRM at ALL when I'm a PAYING customer. This is similar to having someone at walmart / frys electronics check your receipt and bag on the way out. I cant stand it and avoid shopping there for this very reason. I am a paying customer not a theif so don't search through my bags, check my receipt, and treat me like one.
All in all thank you EA, I will never buy another game of yours. |
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| Daniel Cook |
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There are a lot of comments on this thread (and articles in fan press) reacting as emotionally betrayed gamers.
The main article is interesting because it looks at the issue from that of a developer trying to improve. What was the core issue behind the surface complaints? What could be done better? Since Gamasutra is theoretically about game development instead of fandom, such a perspective is a rather useful one worth emulating. |
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| Steven Christian |
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Actually, EA claimed that the simulation was so intensive that some of it had to be run online on their servers.
As we have discovered, that was an outright lie. I was going to purchase the game but at this stage I am still waiting on the sidelines to see whether this will be sorted out or not. Also Australian Consumer Law protects Consumers against purchases of products that don't do what they claim or have faults and an EULA or TOS cannot override your rights. Anything that attempts to take away these rights is ILLEGAL in Australia. Also on EA's Korean Facebook page, an EA spokesperson actually BLAMED piracy for the fact that there was no server in South Korea, when the server is only for paying customers..??!! |
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| Jeremy Reaban |
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I think it really comes down to two things:
1) Don't Lie 2) Don't try to push online and multiplayer into everything, especially traditionally single player games. Don't do what Ms. Bradshaw recently did and tell people how they really want to play game - let them decide on their own. There is something similar in Richard Garriott's KS, he wanted to make an always online game with multiplayer, and was shocked when people wanted to play it solo, offline. He said it never even occurred to him. And then in a recent interview, when mentioned how it would work, could offline players hire NPCs to help guard them, he said "That's a good idea, I never thought of it". I think developers are getting too in love with social and online and multiplayer, and ignoring how most games really are played - solo. I mean, let's be honest, if gamers were really outgoing and popular people, would they be playing games in the first place? I'm sure there are some people who choose it, but frankly, I think they are still the minority. |
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| TC Weidner |
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what companies are missing is the difference between multi player gaming and social networks. With social networks you can tweet, you can update your facebook, you can do whatever and you dont need your online peers and friends to be online that exact moment you do it. With online gaming you do. The problem many of us face is not that we are not social, or without friends, it scheduling. Its tough to be able to schedule big chunks of game time to be able to play uninterrupted with friends, and to do it constantly and consistently, therefore its often just easier to play solo at your own speed and as your free time and schedule dictates.
So I think companies are misinterpreting online social networking as some sort of cry for more online multiplayer gaming. Its two entirely different creatures. |
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| Gavin Koh |
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Not only has Simcity proven that DRM is CRAP (Content, Restriction, Annulment, and Protection), it has also stirred up so such much angry sentiment among gamers. And some of them have voiced far worse "melodramatic" comments on Facebook, Yahoo, and other gaming forums - some of which I deign publishing here.
Get rid of your Forrest Gump stare: "Stupid is as stupid does". Go with what works - DRM that meets both the expectations of customers and publishers/developers. Customers don't want a scenario where they wind up handcuffed to somebody (let alone the domain of single player fun). That is unless your gameplay is so spectacularly wondrous, the eye candy is a visual drug, and the sound is melodiously out of this world. Will may have given his endorsement for this Simcity, but I don't think it will be enough to rescue the sullied image of his beloved game. You can bet your bottom dollar that because of this debacle, DRM shall always and forever more be remembered by the following monikers: "Dramatic Resource Mangler", "Digital Rights Manglement" and (here's my take) "Defiled Relations Mismanagement". A good post-mortem, nonetheless. Valuable lessons to be derived here for all looking at DRM-ing their game. After all is said and done... boy am glad I still have my copy of Simcity 4 Deluxe. |
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| Lincoln Thurber |
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Does anyone truly believe Maxis and EA learned anything, except to ride out the storm to the other side? They already have our money, and they have no reall plans to make teh game into what consumer would want. They will take the cash and slink away having made a nice profit.
The other issue is neither Maxis of EA wants top learn anything from this. From the very start Maxis dismissing player anger by pretending it was "too much joy". They have shown that they will used mental judo to flip anything to be learned into something that they think they "already knew". It is a whole new level of 'Newspeak' EA has created because they don't want there ever to see to be problems - problems are now to be called 'features'. Anger is 'intense interest'. And, disappointment is a merely a 'desire for more'. In the next few say I'm sure Lucy Bradshaw will say, "Oldthinkers unbellyfeel EA" Which means, "Those whose ideas were formed before the new SimCity cannot have a full emotional understanding of the principles of EA's glorious plans." |
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| Ron Dippold |
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Is there really any way to properly 'manage expectations' when you are launching a game that just doesn't work?
I know, your suggestions are a bit more nuanced than that and extend to the 'fixing it later' period, but in the end, they did a huge launch of a game that was designed not to work (because they didn't design for it, which is choosing by omission). You're certainly correct, however, that they have been spectacularly bad with their damage control, backing off step by step as each of their assertions is proven untrue, till they're now at the point of 'Yes, okay, the game would have worked perfectly well offline, contrary to everything we said earlier, but we wanted you online. For you. Really. Yes, this is for your benefit. You monster.' (I do actually like the online region thing... as an option.) |
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| Dave Hoskins |
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They don't need to check the customer immediately the game is started. I would have divided the online test into time zones or country, then divided an hour up into zone minutes to test. That way the servers are not blown all at once. If no connection can be made then try an hour later, after 3 hours pop up a window explaining that game has to quit because a connection cannot be made. Don't kill it immediately, be nice to the kids!!
And the data sent can be quite minimal, what are they sending, the users entire email list or something? |
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| Jed Hubic |
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I don't think it comes down to false expectations. Sure SimCity is an "online" game, but I never saw much in way of advertising and previews slating this to be a primarily online only experience. It could have been an FPS but the simple matter is the game is broken. Intent doesn't really do much in terms of mending technical issues.
This is just a horrible scenario overall, and to make it worse everytime someone from Maxis or EA is questioned about this they start talking about their mantra and philosophy and how SimCity is so great still. It's funny how there wasn't nearly as much PR rhetoric pre launch. I'm likely kicking a dead horse and saying what has already said though... |
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| Bob Johnson |
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This is EA. Fool me once shame on you. Fool me twice shame on me.
Why is this news? What should be news is why so many consumers still buy products from EA day one and expect gaming bliss day one. |
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| Titi Naburu |
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"Had the new SimCity been pitched early on as an always-online evolution of the SimCity experience"
That has nothing to do with "managing expectations", it's about being honest with game descriptions. |
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| Titi Naburu |
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"If Maxis and EA had been able to deploy a special offline mode, their most vocal critics would have been too busy playing the game to rant about it."
That's just plain true. Companies often forget that if you please customers enough, they won't complain. |
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| Bart Stewart |
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Lucy Bradshaw's actual words, from her blog post at http://www.ea.com/news/simcity-update-straight-answers-from-lucy , were:
"So, could we have built a subset offline mode? Yes. But we rejected that idea because it didn't fit with our vision." That philosophy -- and not secondary tactical questions like "launch issues" and "capacity planning" -- would seem to be what really deserves the most scrutiny by gamers, developers, and industry sites like Gamasutra. It's smart to have a strategic plan for satisfying customer desires. And there's a place for technical leadership in offering new kinds of products. But is it ever good business to try to dictate an internal "vision" to consumers? |
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| ian stansbury |
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I think Most people have pointed out many of my points on this so I'll keep it short:
1.) The new Sim City is NOT a good game, to be honest even leaving out all the online stuff SC4 and SC2000 were better from a game play standpoint. Pretty much lay this at the developers feet. 2.)This not only makes me (more) wary of EA in general but also of the other studios that EA publishes/owns. I'm pretty sure I'm going to get Bioshock but now I'm going to wait for the reviews first. Which make me kinda sad. |
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| Jonathan Arsenault |
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I always find it surprising how a big whale like EA can botch a release so much, hell even at Novell/SuSE gmbh we would shell for a few day and region cover of Akamai for release days. Not even a paid for product, FOSS! Now try and explain to me EA why you are too greedy to pay for a CDN for a week or so to offset Origin workload, on a product that rake in M$ of profit on day one... we are lucky EA is only in the business of making game and nothing really critical, lets just hope it stay that way and that their predatory strategy end up killing them in the long run.
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| Jonathan Arsenault |
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... double post due to browser refresh, can't seem to erase this, sorry.
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