*shrug*
I don't care. This fixes nothing.
I don't mind the way Simcity is, so long as some brass from EA says it won't happen again.
And yes, it's possible to prevent.
First thing's first, you have to have stress tests.
Then, based on the results of the stress tests, you have server capacity, linearly scaled to the number of sales you expect.
If your sales exceed your expectations, stop selling copies until you expand your capacity.
This is fucking common sense. Try to buy something that can't be provided in any other industry, and see what happens.
Heck, launch capacity doesn't even have to stay around ... ideally, you launch enough games that when one's playerbase stabilises, you can repurpose those servers for the next game.
It's not a question of costs.
The more copies of a game sells, the lower the overheads are.
Therefore, it's cheaper, per unit sold, to provide stable servers.
I don't care. This fixes nothing.
I don't mind the way Simcity is, so long as some brass from EA says it won't happen again.
And yes, it's possible to prevent.
First thing's first, you have to have stress tests.
Then, based on the results of the stress tests, you have server capacity, linearly scaled to the number of sales you expect.
If your sales exceed your expectations, stop selling copies until you expand your capacity.
This is fucking common sense. Try to buy something that can't be provided in any other industry, and see what happens.
Heck, launch capacity doesn't even have to stay around ... ideally, you launch enough games that when one's playerbase stabilises, you can repurpose those servers for the next game.
It's not a question of costs.
The more copies of a game sells, the lower the overheads are.
Therefore, it's cheaper, per unit sold, to provide stable servers.