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Why Video Games Have Launch Problems

playfab.com

1–10 of 36 posts

Re: Why Video Games Have Launch Problems

#3
post #2

Pfft... it's all just bullshit, pressure to release games too early from managers and hit quarterly profit targets. That and the obsessive desire for control of everything.

Moreover is not these game have the necessity of being always online. Remember the bullshit about simcity having to offload computation to servers?

Scalability problem are not because the load of gaming, but as you say because they are obsessive about stealing every piece of info they can to better funnel users into premium.

Remember when people could host dedicated server? You would never hear quake having scalability issues or need to be saved from ec2

Re: Why Video Games Have Launch Problems

#5
> This way in the worst case, the player receives the item in their inventory and isn’t charged immediately. In practice, this has proven to occur very rarely and has been an acceptable tradeoff.

Except that now the player can spend the money twice in the race window...

That kind of sloppiness by game developers might be related to the launch problems they have.

Re: Why Video Games Have Launch Problems

#6

For PC I get it, uncountable hardware variations. But for console games, it's inexcusable. You have one and only one variation of the console. Up your game.

This was talking about scaling backend services successfully and load testing them before launch, not about client side bugs.

Granted, I'm not sure why they included some games with client side problems in their list of examples.

Re: Why Video Games Have Launch Problems

#9
post #5

> This way in the worst case, the player receives the item in their inventory and isn’t charged immediately. In practice, this has proven to occur very rarely and has been an acceptable tradeoff. Except that now the player can spend the money twice in the race window... That kind of sloppiness by game developers might be related to the launch problems they have.

Not having worked in game dev, it seems to me that some of the industry problems (high pressure launches, high turnover rate among developers, low ability to address or prevent technical debt) are responsible for at least some of the sloppiness. I'd think it really hard to make the right infrastructure decisions (and implementations) when you have a year or two to build a multi-million user infrastructure that has to adapt flexibly to any changing requirements from the game producers/directors/publishers and which will be thrown away a few years after that.

Re: Why Video Games Have Launch Problems

#10
post #5

> This way in the worst case, the player receives the item in their inventory and isn’t charged immediately. In practice, this has proven to occur very rarely and has been an acceptable tradeoff. Except that now the player can spend the money twice in the race window... That kind of sloppiness by game developers might be related to the launch problems they have.

Not having worked in game dev, it seems to me that some of the industry problems (high pressure launches, high turnover rate among developers, low ability to address or prevent technical debt) are responsible for at least some of the sloppiness. I'd think it really hard to make the right infrastructure decisions (and implementations) when you have a year or two to build a multi-million user infrastructure that has to…

Also, it seems as if the incentive isn't there. Game studios know they can put a broken product on the market and still make money on it.
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