How Demigod's Networking Problems Were Fixed
The launch of Demigod was troubled by piracy and networking difficulties, which publisher Stardock worked quickly to correct. They've now released a documentary that gives a detailed look behind the scenes of diagnosing and fixing those problems. It includes meetings, interviews with the devs, and part of the bug-tracking process during a frenzied 108-hour work week.
Am I supposed to watch half an hour of videos before they tell me what they actually did?
Couldn't you just, you know, summarize it for us?
Maybe they should have made a documentary about their testing procedures instead, or would that be too short to fill even 10 minutes?
...yet another Demigod Slashvertisement.
Why is this a story? I mean really...
How we fucked up to start with and then fixed some software we sold people.... wtf...
I've spoken with, and listened to, several game developers over the years and it just strikes me how different they have been to the guys on this. I'm watching the videos and it reminds me of my college days geeking it out with other geeky types and screwing around with code.
Very different from the professional environment that you find in a lot of studios these days. They often seem to be run more like a Hollywood Movie or similar to commercial software companies and less like a college startup.
But then again I've not played (or heard of) Demigod before this, and if they can produce fun games that's all that is really important. :)
Now TFA might show many things.
What it doesn't: TFG just isn't fixed at all.
There are unbefuckinglievable many ways to crash the game and even the servers crash at least once a week. The real server-crash-amount is probably only known to Stardock since everyone else doesn't try to play such a buggy game too often..
But:
Although I do think it's mostly a marketing thing, I still prefer Stardocks openness over "The problem is known and we're doing our best to fix it." type of answers which most other companies feed us with.
I mean, why it's so difficult to watch around and see what systems can be warez free.
Offline gaming will always be pirated if anyone cares enough, but Internet gaming can be controlled. All you need is a serial number and registration. No DRM, Safedisk or any other bullshit. I mean World of Warcraft, has absolutely no CD protection, hell you can just copy the entire folder to a new PC and start to play, you don't even need installation. Yet they earn millions every day.
Love many, trust a few, do harm to none.
i've been there, i'm working 50 - 60 hour weeks and i achieve more now than i did in 90 hour weeks.
If you mod me down, I will become more powerful than you can imagine....
A Government Solution:
1. Pass regulations that don't allow buggy releases.
2. Require dev studios to make games of each genre.
3. Give special legal powers to developers to unionize, preventing firings, and forcing employers to deal with them.
4. Give companies billions after they fail, and claim it was a failure of the free market.
5. Appoint a Game Czar.
6. Takeover the game companies, firing the company heads and appointing government stooges.
7. Transfer ownership of the company to the government, give a minority stake to the developers.
8. Make great games!
Mine is Good
No to be a troll or anything but they haven't fixed multiplayer. They've released several patches over the past few weeks that have fixed issues but they tend to introduce more problems then fix.
The game is good and I enjoy it a lot, but my god every time my friends and I decide to play we debate on rather we want to deal with all the connection issues. You spend more time waiting to get into a game lobby then playing the actual game.
Like I said the game is good, and it has its share of issues even outside of multiplayer but to say its fixed is long from the truth.
Um, I don't feel sorry for these guys at all, they used the msft BITS downloader (also delivers windows updates...), and I'm guessing other prepacked peer to peer software...
I want to work there, now.
Don't thank God, thank a doctor!
I've summarized the technical reasons given by the three videos.
Executive Summary:
Seems like their peer-to-peer architecture exasperated otherwise common matchmaking and NAT transversal problems that should be expected and thoroughly tested when developing networked games.
Video 1:
Video 2:
Video 3:
Demigods P2P connections are *NOT* fixed. This game is filled with desynchs, lag drops, the inability of two random players to connect and all sorts of various bugs. This does not include the extreme balance issues that are coming from HP stacking and classes that benefit from heavily from it (The UB) vs classes that are mana based and get waxed(TB). All in all i find it odd that a documentary of fixing something made it to slashdot of something that wasn't fixed. All in all i give this game a 9/10. With current EXTREME balance issues now i'd drop it to a 7.7 or so because the balance issues are i win buttons.
As a counter example, I've had very few issues playing online since I bought the game on May 21st. Certainly far less issues than I've had playing other RTS's online (for example, Company of Heroes), and this is usually playing 6 or 8 player games where I usually play 2 or 4 player games in other RTS's.
Guys! I found a bug in Slashdot!
The previous message (what was that OP again -or for the first time for me-?) is shown completely, yet the "Read the rest of this comment..." appears below it. I thought it had been because the third dot of the ellipsis had been cut, but no! There is no such a thing in the message. So I spent time and bandwidth clicking on the link, only to find out that nothing was missing from the message as displayed originally.
Cheers!!!