EA Offering Free Game to Users After SimCity Launch Problems
An anonymous reader writes "The SimCity launch earlier this week was a complete disaster. Single player games that require an Internet connection to enable forced multiplayer features (as well as acting as a form of DRM) is bad enough, but then to not be prepared for the demand such a popular franchise has, well, that's just dumb, and Lucy Bradshaw, EA's general manager for the Maxis Label, has admitted exactly that."
They did not provide much details, but supposedly anyone who has SimCity now should get "a free PC download game from the EA portfolio." They are unrepentant about the always-online requirement though.
EA has been producing crappier and crappier games and screwing over customers for years now. Their workers operate in near sweatshop (ok I wax hyperbolic, but it's not good) working conditions. They could give me their entire catalog for free and I still would never buy another one of their future titles.
... that with all that really bad DRM shai'te no one would actually buy it... so they were not prepared for actual sales.
I love stacking my barbecues in the shed at the end of summer - you can't beat a bit of grill on grill action.
There's an easy fix to this: Never, ever, ever buy a game that has always on DRM.
Eventually the game manufacturers will learn.
In order to make you feel better, please choose one of our other shitty products. Two shitty games are better than one!
A free single-player version of the new SimCity game would be nice.
And they keep bitching at me when I write up that piracy has moved past "free" and now is about a demonstrably better product. Free is almost lost in the noise now. The state of modern consumer fleecing has gotten painful to watch.
Here’s a quick update on the problems we were experiencing with SimCity – and a little something extra for people who bought the game.
The server issues which began at launch have improved significantly as we added more capacity. But some people are still experiencing response and stability problems that we’re working fast to address.
So what went wrong? The short answer is: a lot more people logged on than we expected. More people played and played in ways we never saw in the beta.
OK, we agree, that was dumb, but we are committed to fixing it. In the last 48 hours we increased server capacity by 120 percent. It’s working – the number of people who have gotten in and built cities has improved dramatically. The number of disrupted experiences has dropped by roughly 80 percent.
So we’re close to fixed, but not quite there. I’m hoping to post another update this weekend to let everyone know that the launch issues are behind us.
Something Special for Your Trouble (see linked page at bottom of post)
The good news is that SimCity is a solid hit in all major markets. The consensus among critics and players is that this is fundamentally a great game. But this SimCity is made to be played online, and if you can’t get a stable connection, you’re NOT having a good experience. So we’re not going to rest until we’ve fixed the remaining server issues.
And to get us back in your good graces, we’re going to offer you a free PC download game from the EA portfolio. On March 18, SimCity players who have activated their game will receive an email telling them how to redeem their free game.
I know that’s a little contrived – kind of like buying a present for a friend after you did something crummy. But we feel bad about what happened. We’re hoping you won’t stay mad and that we’ll be friends again when SimCity is running at 100 percent.
SimCity is a GREAT game and the people who made it are incredibly proud. Hang in there – we’ll be providing more updates throughout the weekend.
http://www.ea.com/news/a-simcity-update-and-something-for-your-trouble
I expect, given EA's greed, that this will be the "free game" they give to every victim of their ineptitude. ...that or they'll give away free copies of Star Wars: The Old Republic
but I'm already boycotting any always connected games or any other product. I can live without, plenty of other good games available, plus my back catalog of awesome games that i always go back to, and thanks to visualization, i can always return to even the oldest ones.
After the Bioware debacle where they disabled their authentication servers (fortunately games still playable online) and Gamespy shutting down their old servers (without the publishers releasing patches to enable online matchups without gamespy - eg: Marvel: Ultimate Alliance), I'm totally against any form of always-on connection.
I'm not even willing to trust Steam now. I believe Gabe is a good man, and as long as he is at the helm things will be cool, but one day he will be gone, and when the first profit oriented CEO takes over, it will just turn into another EA or Ubisoft, and at that point, support for old games will suddenly disappear, and one by one, those games you paid for will no longer work. Or at least that is my guess... i'm not willing to risk it. I want the games i bought to be mine.
I have the income to buy them. I have the desire to play them. I have the computer hardware to play them. And I won't pirate them.
But I won't pay you $50 or $60 and be rewarded with the very kind of stress that I've purchased the game to temporarily escape from. You're not going to stop the pirates, but you are going to stop me.
What has *science* done?!? -- Dr. Weird (ATHF)
What sense does it make to give SimCity players another game from EA that they probably don't want? My dad got this game and he's not interested in playing Dead Space or whatever else, he only wants to play SimCity. They should just fix the problems the game has in the first place and allow "offline single player mode" a.k.a. normal fucking single player mode like any other game has.
Twinstiq, game news
Re:The better product is city in motion 2 or some of ideas on kicker starter.
http://www.kickstarter.com/projects/1584821767/civitas-plan-develop-and-manage-the-city-of-your-d
http://www.train-fever.com/
A really great aspect of mobile game development is that while game makers can expect you probably will have networking, they can't rely on it always working. So while they can build features that make good use of networking they can't really make games that don't work when disconnected.
"There is more worth loving than we have strength to love." - Brian Jay Stanley
Which is to say EA hasn't learned at all. I'd love a new SimCity game, but I won't buy it in this state. So not only did they spend the money to make it unplayable, but they lost some numbers of sales. I am hard-pressed to believe the *real* losses from piracy (i.e. those who would buy the game, but don't) are greater than the losses they are creating for themselves.
You know, it just occurs to me... their problem with piracy and with second hand games is that someone gets to play one of EA's games, and EA doesn't get paid for it.
So let me get this straight, the result of putting the idiotic DRM in SimCity, is... that now a LOT of people get to play one of EA's (other) games, and EA doesn't get paid for it.
Sure, most of those wouldn't have bought the other EA game, but then neither would have most pirates. That is, outside of putting the BS in BSA.
But if you do the the maths BSA style, where every single copy downloaded is a lost sale -- and you just know whoever came up with that over-the-top DRM is -- yeah, great job, EA. Did you need a scope to shoot yourself in the foot so neatly, or is it a natural talent?
No, seriously, releasing SimCity without DRM would have probably resulted in less people playing an unpaid copy, AND saved them from all the negative publicity and angry customers.
A polar bear is a cartesian bear after a coordinate transform.
Actually, considering how the game works, I'm 100% convinced that it's the result of EA considering the single-player case... except in EA management lingo that use-case sounds a bit like, "OMG, gazillions of people will pirate our game, or buy it used on EBay."
Seriously, the game IS at heart a single player game. I've managed to squeeze in between server crashes and start a game or two, and guess what? The game functions exactly the same when the server crashes while you're in your city.
The lie that the game is too complex for a single CPU and they need to do server-side processing too, was just that: a lie. The only "server-side processing" they do is saving the game and publishing your game events.
But here's the funny thing: Steam for example manages just fine to send your achievements to the server in the background, without needing the game to be tethered to a server all the time. Skyrim, Fallout New Vegas, A Game Of Dwarves, etc, take your pick, they're all single player games that Steam can both provide DRM for and save the achievements (and for some even the save games) on their server without pretending it's an online game.
So anyway, the game IS perfectly able to run single player. It's not a real client-server product like WoW or EA's own TOR. It doesn't need a server or a server emulator to play exactly the same. It's a single player game, which is perfectly able to function without a server, plus some artificial tethering to their servers that doesn't really add much.
So why IS a single player mode missing at least as an official option to start the game, when the game functions perfectly well in single player?
It seems to me like the only reasonable explanation is that they considered single-player offline mode as something to prevent.
A polar bear is a cartesian bear after a coordinate transform.
DRM is the least of the problems with this game. They took what is inherently a single player game and turned it into social networking garbage. The online only model deprives you of the ability to play Sim City on the train, airplane, or litany of other unconnected places where you might want to play by yourself to pass the time. It deprives you of the ability to save your game, blow the city to hell with disasters, and resume playing afterwards. People might laugh at this, but that has been a huge part of the Sim City experience since the very first release in 1989. The servers don't speak to each other, so if you create a game on server A and have to use Server B tomorrow you can't play the city you spent hours creating. All of this is a huge problem, and that's without taking into account the DRM and completely inadequate server infrastructure.
The server model doesn't even make financial sense for EA -- ongoing expense for a one-time sale -- unless of course they intend to turn this game into a bunch of downloadable content where they "add" features (that have existed since Sim City 2000, i.e., subways and large maps) every few months for $20 a pop. This is almost certainly their plan, because it's the only way the server model can work without becoming a money pit.
I have played this game since I was ten years old and got the SNES version for Christmas. My sister and I used to spend hours in the public library playing Sim City 2000 before we had our first PC, saving our games on 5.25" floppy disks so we could play again tomorrow. I met many of my online friends -- most of whom I still communicate with -- through an old Majordomo mailing list that I found in a book about Sim City 2000. Hell, Sim City 2000 got me online in the first place. I learned how to make my own scenarios with nothing more than a hex editor and patience. I ignored the eye candy and stupid crossovers with The Sims in Sim City 3000 and Sim City 4 because they were at least smart enough to improve upon the underlying simulation model and keep it true to the franchise.
Disappointment does not begin to describe my feelings about this game, which was the first video game I've shelled out my coin for in five years. No, I'm not a pirate, I've just lost interest in gaming in general as I've aged, but this one had me genuinely excited in spite of my concerns about the online model and DRM. Guess I should have known better. I was one of the lucky ones, got a effortless (except for waiting two hours in chat queue) refund without any argument even though I bought it from Origin. Saved me the hassle of doing a credit card charge back, which is something I would highly recommend for anyone who can't get a refund through other channels. Vote with your wallet, it's the only thing EA understands.
I want peace on earth and goodwill toward man.
We are the United States Government! We don't do that sort of thing.
Well, that much is clear.
In fact, here's a thought: they said that the processing was so complex, they had to do some of it on their servers. But... if my still fairly top of the line 4 cpu / 8 thread Intel couldn't do it... what was EA going to do that actually makes a difference? Add one more CPU of their own for everyone who plays at a given time? Yeah, I'm so going to believe that they'll buy a 1 million CPU server farm just to handle everyone at launch. NOT.
So, yeah, it was clear that they're just shovelling ridiculous BS and hoping that enough morons would actually believe that.
The sad part, though, is that I've actually seen morons repeating it in excuse of the crashing servers fiasco.
A polar bear is a cartesian bear after a coordinate transform.
Actually, now that I said that only morons would believe EA's BS about the CPU not being enough for their game, and that they're actually processing your city on the server... it kinda makes me wonder if they ARE trying to get morons as a target demographic.
I was reading a paper a few months ago about Nigerian widow scams and such. The question they had basically asked themselves was: why those scams don't try to be a little less ridiculous and more plausible? Why don't they try to snag more people?
Their conclusion was that basically the scammers don't really want everyone. They actually want only the morons, who are more likely to then go through with it. If a smart person gets tipped off that it's bogus... GOOD! That's one less dead end to waste time on.
So I'm thinking, hmmmm, maybe that's EA's plan. Maybe they do want to reach the morons. More morons with money probably means more crap DLCs sold down the line :p
A polar bear is a cartesian bear after a coordinate transform.