SimCity Mac Launch Facing More Problems 177
The launch of the new SimCity back in March made headlines for the problems caused by the game's always-online DRM. EA Maxis even decided that people who bought the game early deserved a free game for their trouble. They also decided to postpone the launch of the Mac version of the game. Well, the delay is over; SimCity has arrived for Macs, and players are now facing a whole new set of installation and launch problems. "Those issues include a 'mutexAlert' error, which can be resolved by switching the OS to English. Another simply doesn't allow a player to install the game once downloaded. The suggested solution for that is to re-install Origin and opt in to the new Beta version. The game also apparently doesn't currently support Mac OS X 10.7.4 nor the upcoming 10.9 beta release." There are also reports that the game won't function on high-resolution display settings.
Same shit, different day (Score:5, Insightful)
Did anyone expect anything less from this series of disasters?
Re:Same shit, different day (Score:5, Funny)
Well, there goes all the love and goodwill that EA has built up over lo' these many decades.
Re:Same shit, different day (Score:5, Funny)
Re:Same shit, different day (Score:5, Insightful)
Deluxe Paint was the only good thing they ever published, and they didn't even make it.
They are the anti-Midas. Everything EA touches turns to shit.
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They didn't make this originally, either. SimCity was a Maxis game until EA bought them.
Re:Same shit, different day (Score:4, Informative)
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Re:Same shit, different day (Score:5, Interesting)
Deluxe Paint was the only good thing they ever published, and they didn't even make it. They are the anti-Midas. Everything EA touches turns to shit.
From what I understand, they were generally quite highly-regarded in their early years (take a look at the ratings for their C64 games at Lemon 64 [lemon64.com]). They also placed great importance on giving credit to authors and programmers- which is ironically the antithesis of their later "EA Widow"-era reputation.
My understanding is that it was during the early 1990s when they started concentrating on the 16-bit Mega Drive/Genesis and SNES consoles and becoming more sequel/franchise-focused (i.e. Madden sequels, then FIFA) that they began mutating into the company that people know- and hate- today. Possibly not coincidentally, this was also the point at which founder Trip Hawkins ended his day-to-day involvement with the company in order to get 3DO up and running.
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EA has been considered a cancer for decade. Remember Ultima VII? A cult starts spreading through Britannia. At first they seem like a nice bunch, but soon we realize that they are all working for evil. And what are the three artifacts representing evil? A triangle, a circle and a cube, all three parts of the logo EA had at the time.
Companies swallowed by EA have been crying for help for years. Westwood. Origin. Maxis. The only reason they don't look so awful at times is that other companies built in their i
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I wonder how many of those problems are caused by DRM.
Re:Same shit, different day (Score:5, Insightful)
I pretty sure all the problems are caused by EA.
Re:Same shit, different day (Score:5, Funny)
Did anyone expect anything less from this series of disasters?
i see what you mean but it's usually fire, tornados and godzilla coming through and wrecking the place.
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Did anyone expect anything less from this series of disasters?
i see what you mean but it's usually fire, tornados and godzilla coming through and wrecking the place.
This is something much bigger -- EA.
Re:Same shit, different day (Score:5, Insightful)
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I don't either. They make buggy video games with obnoxious amounts of DLC. Somehow that's worse than BofA foreclosing on houses that aren't actually mortgaged?
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Re:Same shit, different day (Score:4, Insightful)
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They should legally be forced to remove the "arts" part from their name. I don't consider "douchebaggery" an art-form.
Treat the EA badge as a warning sticker (Score:5, Insightful)
No, really.
Re:Treat the EA badge as a warning sticker (Score:4, Funny)
Ah yes, the warning sticker, made famous by LJN games during the NES era. If it said LJN, you knew it sucked.
Re:Treat the EA badge as a warning sticker (Score:4, Interesting)
It used to be that way on Netflix-streaming when you saw a Starz logo at the beginning of the movie. It meant a non-HD, non-anamorphic, low-resolution, shitty-print movie. I dreaded seeing it. I was so glad when Starz left Netflix. A lot of other people saw it as a bad sign at the time, but to me it was "Good riddance, assholes--and don't let the door hit the ass of your awful quality videos on the way out!"
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I know how you feel. Back then I would start a movie and if I saw that logo I would go back to browsing. No point in watching low SD resolution 4x3 pan and scans on my HD tv.
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Accepting shit from Starz when all the other studios were giving them quality was only worthwhile when Netflix was so desperate for streaming content that they would take anything. And apparently Netflix agrees, since they told Starz to get lost as soon as they started to build a decent library.
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LJN: The Shit Rainbow. [youtube.com]
Re:Treat the EA badge as a warning sticker (Score:5, Insightful)
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It has made EA into Activision?
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Actually Activation is the biggest. By a long shot too, they have double the net worth of EA games. This is noteworthy because they are one of the studios that don't seem to turn everything to shit.
Re:Treat the EA badge as a warning sticker (Score:4, Interesting)
The continuing saga. . . (Score:5, Interesting)
of bad software.
Despite the vociferous pronouncements from many on here as to how high their salary's are as programmers and that you get what you pay for, it's amazing the amount of bad software, games or otherwise, the end user has to suffer with.
I speak from near daily experience when I say the quality of today's software is far below what one would expect considering the company's producing the software and the lofty salaries paid to the programmers.
It's similar to the financial industry where the mantra "best and brightest" is trotted out to excuse the salaries and bonuses of those who continually reek havoc in the financial markets and suffer no penalty.
If these are our best and brightest programmers shoveling out this software, can we try the worst and dullest to see if they can do better?
Re:The continuing saga. . . (Score:4, Insightful)
While I've met my fair share of awful programmers, the blame can't be placed solely on programmers. We don't know what kind of internal deadlines existed at EA, what sort of QA/testing procedures were in place, etc. For all we know, the programmers knew of these issues and simply had no time to take care of them. I'm not saying that is 100% the case, but it is unfair to simply assume straight away that these are just a group of talentless individuals.
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How many of these problems are DRM based rather than game-programming based?
DRM mean Broken-by-Design
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Not working at a high resultion is extremely unlikely to be DRM related. This may be an issue that affects the PC version as well, though; Just that such high resolution displays are rare on the PC.
Re:The continuing saga. . . (Score:4, Informative)
OS localization has always been a VERY tough nut to crack, and no one does any adequate job.
Windows tries by using API calls to tell you where Program Files and Windows directories are (and it returns " (x86)" as necessary for 32-bit apps). But most devs don't use those APIs nor the environment variables and assume it's ALWAYS "C:\Program Files" (nevermind you may want to install on D: or use a localized version where that folder is translated).
OS X is likely similar - the EA programmers assumed something to be a fixed string that got localized in the end.
And heck, I'm sure Linux isn't invulnerable to it - since localized versions of many command line utilities exist to break your shell scripts... (though to be fair, you can set enough variables to force it to English for just the shell script, though how many people remember to do that?).
Though, not testing high-resolution displays is a sin for OS X - Apple does NOT ship a computer with a 1080p display, the "Retina" MacBook Pros sell extremely well, and the iMacs all have high res screens as well. The lowest res thing is the 11" MacBook Air with its 1366x768 screen.
The screen-less Macs (Mac Pro, Mac Mini) are some of the worst sellers in Apple's lineup, and are there purely to fill a niche.
None of it is really DRM related. Just practically "It compiles - ship it!" mentality.
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OS X is likely similar - the EA programmers assumed something to be a fixed string that got localized in the end.
There is always the danger that someone without a clue translates something that shouldn't be translated. Like all your images are in the "images" directory and some twat translates it so the German version looks in the "Bilder" directory and doesn't find anything. That's just clueless.
But there's a different problem on MacOS X: When you localise an app, all the code assumes that either everything is translated, or nothing is translated. If nothing is translated, then the English version on a French syst
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I remember to set a quick LC_ALL=C when I'm doing anything that might have to parse the output of a shell command (typically just on that command, rather than exported). Including the space you need to separate it from the command, it's what, nine characters? (And as a bonus, it forces things like the decimal point convention to known values too.)
(By the way, "C" is a better setting than any specific language, including English; its entire purpose is to be as portable as possible across computers. I've actu
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you can't really get away from scaling on a fixed-dot display. gotta go back to a CRT for that
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It's not an assertion. It's an explanation that fits the data based on reasonable assumptions.
It is a fact that several Mac models come with displays higher than 1080p as standard. It's also conceivable that, since they share most of the same codebase, the issues affecting the Mac also affected the PC. It is at least possible that nobody has tried running it at this resolution, and felt the need to complain about the failure.
It's also possible that this does actually work fine on high resolutio
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Why would you need to patch the drivers at all?
The drivers work fine as shown by everything else working fine.
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Actually I have, and we are talking about games not drivers here.
This is an issue with this game, not any driver related issue as far as anyone knows.
What Apple computers come with Nvidia cards?
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Good for you troll, now run along...
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So when a game's DRM requires it to connect to company's server, and that server is swamped/offline, it's not the DRM that's at fault, it's the game's?
Nope, don't think so
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DRM means Digital Rights Management.
Which covers a wide range of technologies intended to limit the conditions under which a peice of software or media can be used.
DRM for a game has two possible failure modes: 1. You can't play a game that you should be able to play. 2. You can play a game that you shouldn't be able to play.
The problem is people WILL try to circumvent DRM. So an effective DRM system needs to not just check that the conditions under which the software are allowed to be used appear to be met. It also needs to check for indications of circumvention measures and that brings a risk of false positives.
Some developers have taken to subtuly breaking games if the DRM system thinks it is under
Re:The continuing saga. . . (Score:5, Insightful)
And you might be amazed at how much of that is the fault of management.
Between ridiculous timelines, cutting budgets for QA, management who change their minds fairly often, and salespeople who promise the world -- there's often quite a disconnect between what people are saying and what's happening.
Having spent a lot of years in and around software, I lay more blame on bad PMs, clueless management, and overly optimistic forecasts.
And the game industry is famous for the continual 'deathmarch' -- the constant scramble to finish it like the deadline is tomorrow, and when you finally get there you start all over again.
I'm more likely to believe the management at EA is lousy, and the developers can only do so much. Because that matches my direct experience in the industry.
Re:The continuing saga. . . (Score:5, Funny)
The fault of management? How can that be. Software is easy right? I mean, I can use the Excel... kinda. How much harder is it than that.
If these are our best and brightest programmers shoveling out this software, can we try the worst and dullest to see if they can do better?
We need more attitudes like this in management if we want to truely succeed as an engineering discipline.
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https://www.youtube.com/watch?v=L_mrNQBLSMU [youtube.com]
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Never worked in the game industry, but, like any public company, it's all driven by the almighty quarterly numbers.
So I would expect it's more along the lines of "ok, we just delivered, but the stock market will lower our value if we don't release something by this date, and then the executive bonuses will be reduced".
Other than angry customers and the stock price, I don't think there's an external force saying they need to do it.
Of course, if you deliver crap you end up with angry customers anyway ... whic
Re:More than project management... (Score:4, Insightful)
You're right. The problem is a systematically badly managed company.
Your developers don't set your priorities, your deadlines, your feature set, or your budget. They don't cancel your project in the middle, they don't suddenly decide there's a pressing need to implement a new set of features.
So, either management laid out a perfectly awesome plan and it was hindered by developers. Or management were idiots and incapable of shepherding good product out the door.
This is kind of like saying your bridge is 6 months late because of the welders, when they've been working double shifts for months while the CEO vacations and collects his huge performance bonus.
Sorry, but to me, it's the management of EA who gets to own this issue, not the developers. Because they're the only ones who can make any change in how they do things.
Anybody who has ever worked for a publicly traded company has listened to those quarterly "rah rah" calls and thought to themselves ... "do we actually work at the same company?" Because it's staggering how often the people at the top don't have the slightest clue about what is really happening, and the front-line workers just say "whatever", and get on with their day.
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It's similar to the financial industry where the mantra "best and brightest" is trotted out to excuse the salaries and bonuses of those who continually reek havoc in the financial markets and suffer no penalty.
I resent the comparison. The traders have a rock star like, individualistic culture. Software I've worked on has very much been a team with the individuals less in competition and more coming together to share responsibility for making the best product possible. Making quality software that stands up the barrage of unexpected situations (and even more untested situations) is a very difficult task, especially when it has to have a reasonable price tag.
If these are our best and brightest programmers shoveling out this software, can we try the worst and dullest to see if they can do better?
Someone's got a career in management ahead of them. I
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I keep making the offer but no one has taken me up on it. Apparently me wanting to accomplish something isn't what people want. To quote Barney Stinson:
Actually doing things gets you fired.
So, I will make the offer again. Anyone who has a management position, contact me with the details. If I believe I can do the job, I will tell you so. If I can't do the job, I will tell you so. You give me complete and
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For projects like these, it's less about the programmers and more about the constraints placed upon them, such as deadlines, the shifting moods of bosses, irrational mandates from EA that probably change every week, etc.. I imagine it's like working with a shitload of primadonna's every day.
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Because the demand is so high, it sucks a lot of low-quality programmers into the mix as an attempt to compensate. Add to it that management is not willing to pay the extra in time and development for high quality software (it's not like bugs get out by magic, those who write quality software do so by testing a lot and that takes time), and you h
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Actually, this is bearing them out. EA tends to hire fresh out of uni grads as quick as they can. When one game's done, they fire all the developers on the team, and rehire only those who are willing to carry on working for very low wages, working 100 hour weeks. This is a running trend throughout the games industry where there's an enormous supply of fresh "talent" coming through all the time.
In short, EA pay low wages to crap, inexperienced coders, and they get what they pay for.
One great wisdom that I found in a book written by some Microsoft manager (about 20 years ago): "You can make people stay in the office for 80 hours. You can't make them work for more than 40 hours. ".
Everyone except the idiots at EA knows that making people work long hours over extended lengths of time is just stupid. If people have been working 100 hours a week for three months, I can probably produce more working code in 40 hours than two of them in 100 hours - assuming no difference in intelligence,
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At last, platform equality. (Score:5, Insightful)
Maybe they're afraid that if they gave Mac users a non-broken version of SimCity, people would accuse them of playing favorites.
Really, this level of "quality" isn't much different from what the Windows users were delivered, so EA is just trying to be fair. "Look, we put just as much effort into our OS X products as Windows. Which just happens to be little to none. Now buy more DLC!"
Re:At last, platform equality. (Score:4, Insightful)
meta-game (Score:5, Funny)
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The only winning move is not to play ...er, buy.
Good old WOPR, shame you got stuck in a crappy sequel.
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*Must uninstall Origin as well.
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That gives me a brilliant idea for a way to salvage this game. They could include the code and call it SimDev.
Simulate the experience of being called in to finish a non-working software project that's gone over budget and missed half its requirements. Track down and locate SimBugs!
Intellisense, er, SimAdvisors will give you tips along the way! How close to zero can you get your fatal compile errors, er, rather, "SimComps"?
They could even include DLC as DLC. The "SimDLC" DLC will let you experience disabling
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Actually, there is a game like that, Game dev tycoon, which even makes your game studio go broke because of piracy if the actual game is pirated.
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If a gruff-talking general and a scruffy-looking scientist show up at your door, you might want to ask some hard questions before agreeing to anything.
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There is lots of crap OSX software. It just seems to be ill tolerated and quickly found out. Windows users are just way too accepting of poor quality. Probably because they are so used to it.
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I need a web browser and a decent terminal to do my job. Please tell me what I am lacking using OSX.
VIM seems to work just fine too.
Hey Maxis, outsource much? (Score:5, Insightful)
I've got an idea! Maybe if you can get some 3rd world country to train children to code your games 20 hours a day in exchange for only housing and basic sustenance then the development costs will be low enough that you can still afford cover up the huge faceplant that every game's release has become...
Linux Port may have no problems (Score:5, Funny)
someone that i know that works at EA (actually she work at Maxis) told me that an Experimental Linux port of the game may have 0 Problems if released, but apparently (according to his boss) they wont release it because they have not yet implemented a "good" DRM scheme for Linux.
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I know a guy who works at Valve. He told me that Half-Life 3 launches next week...
nah, I'm kidding. I do know a guy at Valve (we used to run the OCReMix TF2 servers together), but he tells me nothing about any Valve product ever. Which I assume is how most employees would do it.
What boggles my mind... (Score:3)
What boggles my mind the most, is that there are so many stupid people who continue to willingly give EA money.
EA has no incentive to put out software that isn't crap, as long as people are happy to pay for garbage quality.
And of course, this sends a bad message to other companies as well. "EA is making money hand over fist. We can seriously improve our profits by tossing out our QA department, since users will throw money at us no matter what!"
Origin, the crapware of the 21st century (Score:2)
Origin, a crapware that tries to imitate more successful distribution platforms like Steam and fails miserable. Crashes unexpectedly for no apparent reason and kicks you out of your game whether you are online or not. The UI almost doesn't make sense, if you search for DLC it doesn't show everything they have in the catalog unless you click "Available DLC" from in-game.
Take that pos and port it badly to Mac so we can spread the pain to those users too. :P
I can understand the reasoning for Origin since EA re
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I have a few games on Origin that I picked up for super cheap when they were on sale. I honestly haven't had any trouble with it. That said, I still prefer Steam--I trust Valve more.
Standard operating procedure. (Score:2)
This has long since been EA's standard operating procedure. What galls me is that so many people continue to put up with it. They do the bare minimum to get out a functioning game then spend what they should have spent on development on licenses and marketing.
There does appear to a downward trend. EA's games have gone from merely being unpolished crap to showing a total lack of testing. The fact that gamers continue to stick with a company like this just goes to show how unprincipled consumers are. Through
You're holding it wrong (Score:2, Funny)
This is a Mac afterall.
Some (Score:2)
Testing: A wonderful thing.
Another Gaming depression looming (Score:5, Interesting)
I think there is another gaming depression looming similar to the great Atari game depression of the early 80's.
The problem is that companies like EA are so profit hungry that almost everything they do in games today is to drive more profit. Always on ensures no piracy, DLC ensures a constant revenue stream after a game release, Freemium is almost one of the most blatant attempts at gaming cash grabs ever because they know that stupid people will drop hundreds of dollars into a "free" game just to be able to advance to level 2. Nintendo has destroyed everything that was successful about it. Microsoft is pushing forward with a product that is already unpopular and Sony is just Sony.
This is happening on the PC, Tablets, Phones and Consoles, no platform is immune to the greedy corporations.
And so you might say what about the Indies, they are going to save gaming! Not if they are trying to push Freemium products like they are doing.
Eventually consumers are going to get fed up and stop buying games. I have no interest in the next generation systems and have generally stopped playing games even on mobile devices. I mean when Angry Birds started wanting you to buy power up's and Might Eagles to help you through the games then its obvious there is no integrity left in this industry. When I need to invest $40 to upgrade a dinosaur in the last Freemium game I will ever play, something is VERY wrong with the gaming industry.
What needs to happen is an almost universal collapse of ALL game companies before we might see a new generation of companies that actually respect their customers and not just their customer's money.
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EA and the big publishers are only destroying big publishers. There are a number of great Indie games out there and coming. This is the result of the big studios abandoning PC gaming for the console market (where the only games they publish for PC are console ports). Steam has made indie publishing viable and in the end it's probably we can only hope that it destroys EA and the other big publishers.
two words (Score:2)
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Hollywood has shown that consumers are more than happy spending money on shitty remakes, crappy ideas, and overblown special effects instead of a good story or acting. The game industry is no different. Just look at the yearly football games, the call of duty annuals, and the absolute lack of RPG's (too much work to do it right) combined with the ever breaking sales records each year when the next is released.
There is no gaming depression coming. Just the swan song of an industry that's chosen capitalism
The Film and TV Industry (Score:5, Insightful)
The games industry continues to be a shitshow of project management incompetence. Unrealistic deadlines, budgets blown, line workers (i.e., devs in their twenties) death marched... it's like after three decades, they still haven't figured out how to actually make what they make.
What always surprises me is that a very similar model for producing creative content already exists and works really, really well, for the most part. Movies and TV shows deal with comparably large budgets, multiple different yet co-ordinated creative teams, and go through a similar lifecyle of design, execution, post-production, and release. You hear about film productions that go bad largely because it's uncommon for them to do so, and that's virtually always driven by a single figure with excessive influence (e.g., Michael Cimino on Heaven's Gate, Kevin Costner on Waterworld). For the most part, films and TV get made profitably, people get paid, and this is all with a bunch of union labour too. Roles and responsibilities are well-defined; financing models well worked out. They even know how to integrate IP franchises to everyone's benefit.
Why don't Hollywood producers move over to videogames and explain how it works?
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http://articles.latimes.com/1995-07-29/entertainment/ca-29112_1_films-waterworld-schedule [latimes.com]
Any artistic endeavor is going to have trouble with schedule and budget, because you are never quite sure where you are going to end up. You can make artistic compromises to bring in dates and lower budget, but the outcome is usually not worth the trouble.
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Movies aren't under NEARLY the time pressure that video games are.
A good movie is a good movie. It will ALWAYS be a good movie, and it they'll be able to sell it (on various media) for DECADES after it is released.
Video games are transient. You have about 18 months before your game is obsolete, and sales basically STOP. Hardly any games continue to sell after more than 2 years on the market.
All the problems with the game industry stem from this requirement to get shit done FAST. You can't take 2 years to ma
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> Hardly any games continue to sell after more than 2 years on the market.
That's why Diablo 2 + LOD sold for 10 years. It is called "polish" and good design + gameplay. (Plus free patches that helped drive end-game content.)
Almost everyone tends to forget Gabe's quote:
"You can ship a bad game on time and no one will remember it shipped on time.
You can ship a good game late and almost no one will remember it was late."
> You can't take 2 years to make a game anymore.
You can but the ROI is terrible. Ev
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Haven't I played this game already? (Score:2)
Hmm. Another body, this time Mac Sim City, and no real clues as to who killed it.
The Fellowship representatives, Elizabeth and Abraham, arrived in town two days ago and headed out to Minoc this morning. Maybe they had something to do with it.
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Problem is Fundamental (Score:2)
The problem is fundamental: server based. Anything that requires a connection to play is a loser game. Connections are not reliable, universally available or fast everywhere. By requiring a connection they instantly limit their audience and turn off those of use that won't accept that shackle. Major problem is that they can just decide to shut down the servers one day and then the game you paid for is dead. Worthless.
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just pick them up through either Steam or Bittorrent and the problems largely disappear. Its mostly when they're delivered and managed through the Origin "service" that the problem really creep up.
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your luck is better than mine then.
i have not yet had a single good experience with Origin.
always end up having to download the cracked game to play something i bought legally.
sometimes have to wonder why i bother buying it at all.
Stream and DRM (Score:4, Interesting)
And that's one of the nicer leashes out there. This whole being on a long leash thing just doesn't appeal to me. Call me old-fashioned, but when I pay a buying price, I expect to actually own the game.
There is no shortage of DRM games available (and open source ones). I am personally loving the daily promotions at https://indiegamestand.com/ [indiegamestand.com] which offer a daily deal of Direct Downloads cross platform goodness. Groupees also is a great site http://groupees.com/bm9 [groupees.com] the link is actually available to the latest deal.
The real worry is not steam. Its Appl stores like those on iOS and Surface RT...and the bleed from these into Desktop Computers, as both Microsoft and Apple force their stores pretence of security....making them mandatory is just a matter of time.