"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…
It's clear that the quoted text was a lie from the start. 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).
Maxis Insider: SimCity Servers Not Necessary
61–70 of 134 posts
Re: Maxis Insider: SimCity Servers Not Necessary
#62Earlier quoted context omitted.
It's clear that the quoted text was a lie from the start. 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).
While I agree that this is likely not truthful, I do wonder if part of the strategy of offloading more work to the cloud be to make an easier transition to allowing mobile clients (iOS/Android) where local processing capacity is more of an issue, or to platform-neutral approaches, or to a "take your city anywhere" play model? (I doubt this is the case because unless they have a motivation to keep it secret, it would…
Re: Maxis Insider: SimCity Servers Not Necessary
#63Earlier quoted context omitted.
It's clear that the quoted text was a lie from the start. 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).
One can argue that not everyone has an i7, and offloading work to the server enables it to run on weaker computers.
Re: Maxis Insider: SimCity Servers Not Necessary
#64"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…
Also, many network multiplayer games rely on a server for calculations like timing, collision detection, bullet-hits, race position, and the like.
Re: Maxis Insider: SimCity Servers Not Necessary
#65Earlier quoted context omitted.
Considering that about 90% of the gameplay comes from interacting with the other cities in the region, I really don't think this would work out as well as people think it would. The cities are small enough that you can't supply all the power/water/garbage/people/industry out of one town, and it's the EA servers that are maintaining the connections between them.
Given the small size, the typical request is to be able to play/control an entire region offline.
Re: Maxis Insider: SimCity Servers Not Necessary
#66"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 are several games and simulators which send messages to the server for processing and stream video/images back from the server. A game like this functions as a terminal of sorts. It allows the servers to farm out the complex calculations/rendering. Also, many network multiplayer games rely on a server for calculations like timing, collision detection, bullet-hits, race position, and the like.
Re: Maxis Insider: SimCity Servers Not Necessary
#67Earlier quoted context omitted.
It's clear that the quoted text was a lie from the start. 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).
While I agree that this is likely not truthful, I do wonder if part of the strategy of offloading more work to the cloud be to make an easier transition to allowing mobile clients (iOS/Android) where local processing capacity is more of an issue, or to platform-neutral approaches, or to a "take your city anywhere" play model? (I doubt this is the case because unless they have a motivation to keep it secret, it would…
TL;DR easily-verifiable claim by EA that stunk from the beginning proven wrong by anyone who knows how to use Wireshark
Que even worse consumer backlash at EA.
Re: Maxis Insider: SimCity Servers Not Necessary
#68"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…
It's clear that the quoted text was a lie from the start. 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
#69Earlier quoted context omitted.
Not to say that there isn't bureaucracy in a company their size, but the launch of a game this size is a really big deal. There's a tremendous of PR, and they're getting scathed. Polygon downgraded their review of 9.5 down to 4.0 because of the server issues. I think if they could cut a decent size check to fix the issues, they would. The problem is likely in engineering, like a database that isn't scaling.
> The problem is likely in engineering, like a database that isn't scaling. If it were that simple, just cut the number of users per cluster and throw 10 more up. > I think if they could cut a decent size check to fix the issues Doubtful within the context of a quick fix, but it is likely the root issue. See above simple solution that takes 30 minutes to roll out. EA is not a company run by engineers, its not a compa…
I'm giving EA the benefit of the doubt that they ruled out 30-minute fixes. I can't see how any of us can really speculate as to how long it should take to fix when we don't really know any details. For example, if it was a database bottleneck, would you commit to walking in and fixing it in 30 minutes? Or even 30 hours? I think you'd want to know the details, because the scope can easily be off by 1-2 orders of magnitude.
Re: Maxis Insider: SimCity Servers Not Necessary
#70People 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…
If their vision was for this game to be an MMO/social game "from day one", then they should have done a way better job sharing that vision and framing the discussion that way. The social/multiplayer aspects of Diablo, WoW, and SC are obvious to me, which is why Blizzard's move never really concerned me that much. Add on top of that the truly well done matchmaking system and I hardly think about it all. Doing things w…
In a market where some game's design decisions for online focus and/or online passes are driven by an effort to reduce piracy and the secondary sales market, it becomes very hard to convince people that any one game isn't.
Good luck selling that: "No, not in this case, our design just happened to support them by coincidence, and, oh, we're also part of EA and even though the cynics have been right about our motives in the past, we're totally not doing it this time."