The thing I don't understand about all this is why they were unable to new servers online. After everything hit the fan, they announced they were working on it and had gotten two new servers up the day before. Two servers? It just seems unbelievable to me that the backend was designed in a way that it couldn't be scaled out any faster than that. Since each region is a discrete unit, you'd think they should be able to…
While I don't know for certain, I can't possibly imagine that they've just added two physical machines. Small websites operate with more servers than that, let alone a AAA title from a major studio. I don't think they literally mean two servers - it sounds like they're trying to make the explanation simpler for consumers. What they're probably referring to is a self-contained cluster of machines that runs all of the…
Maxis Insider: SimCity Servers Not Necessary
31–40 of 134 posts
Re: Maxis Insider: SimCity Servers Not Necessary
#32Earlier quoted context omitted.
While I don't know for certain, I can't possibly imagine that they've just added two physical machines. Small websites operate with more servers than that, let alone a AAA title from a major studio. I don't think they literally mean two servers - it sounds like they're trying to make the explanation simpler for consumers. What they're probably referring to is a self-contained cluster of machines that runs all of the…
"While I don't know for certain, I can't possibly imagine that they've just added two physical machines." I can totally imagine that. Be afraid. Be very afraid. :)
When I was working there, the University of Oregon ran almost all of the routine computation and webpages on one big Sun box that was about as fast as my calculator, and one enormous Vax box that was about 8086 level speed.
Re: Maxis Insider: SimCity Servers Not Necessary
#33As usual with 'anonymous sources/insiders' it's all complete conjecture. The only people that truly know are EA/Maxis. EDIT: Seems people disagree that this isn't complete guesswork. Yes the game runs for a while without a connection, but that doesn't prove that servers aren't necessary as the headline claims. There is no hard, undeniable evidence. It's the same story that has been rehashed since the game was release…
Well, it's plausible seeing as how multiple people have reported to be able to play the game while lacking internet connections for up to 20 minutes. Additionally, the methodology of the code seems to fit with several of the changes made by Maxis to improve performance (disabling cheetah speed for example). Regardless, Maxis has stated they will respond shortly to the article. https://twitter.com/rockpapershot/status…
Re: Maxis Insider: SimCity Servers Not Necessary
#34People are complaining as if DRM was the reason they made it like this, EA is evil, yada-yada. It isn't. It's pretty clear they had a vision for this game to be a MMO/social game from day one. The problem stems more from their failure at scaling than not supporting an offline mode. Diablo was the same crap on launch week. There's an apparent pressure from publishers to create always-online games, but something tells…
Maybe for something like Diablo 3 but there's a level of solo play that defines a game like Sim City.
Re: Maxis Insider: SimCity Servers Not Necessary
#35Re: Maxis Insider: SimCity Servers Not Necessary
#36"With the way that the game works, we offload a significant amount of the calculations to our servers so that the computations are off the local PCs and are moved into the cloud. It wouldn't be possible to make the game offline without a significant amount of engineering work by our team." I'm going to point a finger and say that this is clearly untrue, and very easy to disprove just from basic network monitoring ove…
There's nothing you could do in an EC2 instance that I couldn't do on my quad core i7 at many times the speed and a fraction of the cost. Even if you matched users one-for-one with large EC2 instances, you'd be looking at hundreds of thousands of dollars an hour (and that many don't exist).
Re: Maxis Insider: SimCity Servers Not Necessary
#37"With the way that the game works, we offload a significant amount of the calculations to our servers so that the computations are off the local PCs and are moved into the cloud. It wouldn't be possible to make the game offline without a significant amount of engineering work by our team." I'm going to point a finger and say that this is clearly untrue, and very easy to disprove just from basic network monitoring ove…
http://kotaku.com/5990165/my-simcity-city-thrived-offline-fo...
Re: Maxis Insider: SimCity Servers Not Necessary
#38The thing I don't understand about all this is why they were unable to new servers online. After everything hit the fan, they announced they were working on it and had gotten two new servers up the day before. Two servers? It just seems unbelievable to me that the backend was designed in a way that it couldn't be scaled out any faster than that. Since each region is a discrete unit, you'd think they should be able to…
Each game "Server" for SimCity is actually an Amazon EC2 cluster of servers, with 1 central master DB server. Even when the servers were "full" on game launch, all of the EC2 servers were responding to requests normally - it was the cluster's master DB server that was slow. All of the "servers" are actually in the UK Amazon EC2. This brings us to the scalability problems and why regions/cities are not shared to all s…
If it's all just a chef/puppet based infrastructure in EC2, you should be maybe 20-30 minutes away from pumping out a new 'server'. One is as easy as ten, at that point.
Re: Maxis Insider: SimCity Servers Not Necessary
#39The thing I don't understand about all this is why they were unable to new servers online. After everything hit the fan, they announced they were working on it and had gotten two new servers up the day before. Two servers? It just seems unbelievable to me that the backend was designed in a way that it couldn't be scaled out any faster than that. Since each region is a discrete unit, you'd think they should be able to…
Each game "Server" for SimCity is actually an Amazon EC2 cluster of servers, with 1 central master DB server. Even when the servers were "full" on game launch, all of the EC2 servers were responding to requests normally - it was the cluster's master DB server that was slow. All of the "servers" are actually in the UK Amazon EC2. This brings us to the scalability problems and why regions/cities are not shared to all s…
Re: Maxis Insider: SimCity Servers Not Necessary
#40"With the way that the game works, we offload a significant amount of the calculations to our servers so that the computations are off the local PCs and are moved into the cloud. It wouldn't be possible to make the game offline without a significant amount of engineering work by our team." I'm going to point a finger and say that this is clearly untrue, and very easy to disprove just from basic network monitoring ove…
> I'm going to point a finger and say that this is clearly untrue, and very easy to disprove just from basic network monitoring over 5 minutes of playing the game.
c'mon. The amount of computation done can be completely uncorrelated to the number of bits sent over the network, in the same way that the effects of your saying something offhand to someone could have a massive effect on the final state of the planet.