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GTA Online Runs Into an Online Roadblock

Hugh Pickens DOT Com writes "CNET reports that Grand Theft Auto Online, the biggest entertainment release of the year with more than $1 billion in annual sales, is having some trouble getting the gamers online. The title, which launched on game consoles Tuesday morning, is experiencing server issues that have locked out some gamers and made it difficult for those who have gotten in to play the game. Fifteen million people purchased the game when it was released last week — and any number of them could play online when that 'perk' becomes available on October 1. 'At a conservative estimate I would expect about two million players to log on to GTA Online within the first 24 hours,' says Keza MacDonald, UK games editor for IGN.com, the video game and entertainment site. 'Rockstar has never done an online game of this scale before, so they are totally unproven in terms of their network infrastructure.' Rockstar, the game's creator, said that it was doing all it could to buy and access servers to accommodate what was expected to be massive demand for its online title. Meanwhile Twitter is abuzz with complaints from gamers who say they can't get into the service."

19 of 102 comments (clear)

  1. How to create goodwill by SuperKendall · · Score: 5, Funny

    All would be forgiven if the Rockstar equivalent of a 404 for multiplayer was a gang of hookers appearing suddenly and beating you down until you died.

    --
    "There is more worth loving than we have strength to love." - Brian Jay Stanley
    1. Re:How to create goodwill by LordLucless · · Score: 2, Funny

      CAD's already been there

      --
      Just because you're paranoid doesn't mean there isn't an invisible demon about to eat your face
    2. Re:How to create goodwill by chromas · · Score: 2

      You're thinking of Saints Row.

  2. Newsworthy? by TheRon6 · · Score: 4, Funny

    Day one server issues for a AAA release??? STOP THE PRESSES!

    --
    Does this rag smell like chloroform to you?
    1. Re:Newsworthy? by mcgrew · · Score: 5, Insightful

      Sheesh, you kids...

      The problem is it's too cloudy today. Half a bajillion people trying to play on one server and it won't work?

      Back in the day when we were playing Quake we ran our own servers, and QuakeSpy (later GameSpy) made it easy to find and connect.

      But back then we actually BOUGHT games rather than renting them. DRM killed gaming for me (and company servers are indeed DRM).

      I miss it. The corporofacists ruined it for me.

    2. Re:Newsworthy? by Chuck+Chunder · · Score: 4, Interesting

      Day one server issues for a AAA release??? STOP THE PRESSES!

      I think it is newsworthy. While it is inevitable from a technical perspective it seems strange to me that companies (whether Apple or Rockstar) aren't more creative at managing the demand side so that people don't have a bad experience.

      How about:
      1) Conservatively work out how many people you expect you can serve.
      2) Auction off that many "Early Access" entry tokens with the proceeds going to charity.
      3) Continue to sell more tokens (again with proceeds going to charity) for the rest of the week as you find you have spare capacity and work out any bottlenecks.
      4) Let everyone in.
      Everyone wins. Company gets good press rather than bad, people super keen to access the content get a good experience and a charity gets some resources.

      --
      Boffoonery - downloadable Comedy Benefit for Bletchley Park
    3. Re:Newsworthy? by tlhIngan · · Score: 2

      I think it is newsworthy. While it is inevitable from a technical perspective it seems strange to me that companies (whether Apple or Rockstar) aren't more creative at managing the demand side so that people don't have a bad experience.

      Except well, Rockstar KNOWS how big demand was - GTA V was released last week, in September. GTA Online opened earlier this week.

      In the first three days, it made over a billion dollars.

      You have SOLID numbers of how many people have your game. You also have reasonable guesses as to how many of those people will try to sign in online at the start.

      For other day 2 releases, it can be hard to tell because you won't know how well it sells, so you have to guess. Apple and others have to do this (and which turned the iPhone 3G into a fiasco). But then again, Apple didn't really have a clue how well the iPhone 3G would be accepted - it was something like a million opening weekend, when the original iPhone took 70 days to reach a million.

      Microsoft had the same issue on Xbox Live and Halo 2. They had presented three different datacenter loadouts - a small, a medium, and a "let's just go hog wild and assume lots of people". It was something like Xbox Live to handle 10,000, 50,000, and 125,000 subscribers simultaneously. Surprisingly, they got approval for the hog-wild limit because 15 minutes after midnight, they were recording 50,000 players and climbing.

      But of course, they were also dealing with millions of dollars of equipment - which is why they didn't expect approval (it was like $200K, $500K and $2M).

      Apple's learned - there weren't any activation issues on launch weekend of the iPhone.

      And Rockstar knows the GTA franchise is huge - 3 days to $1B maans you sold what, 20,000,000 copies? If you know you sold that many (and climbing), your servers better be able to handle at least 10M users clamoring, if not 15M. And if they can't, delay the launch - GTA Online wasn't ready on launch day - what's a few more days so you can rig up some Amazon AWS instances to handle the peak initial load that you know is coming. Your data center may be inadequate, which is why Amazon and other cloud services exist. It would take weeks to get the racks installed, but AWS can spin up in hours. Then shut down AWS instances as load tapers off and your data center can take over permanently.

      Plenty of reasons why day 1 load estimates may be inadequat - but when you know how much sales you have, there's no more excuse.

    4. Re:Newsworthy? by tlhIngan · · Score: 2

      This call-home DRM only makes PC gaming worse. The publishers say piracy is what is killing their market. At this point I wouldn't cry if it would finally just die. Then they might be replace by something that doesn't punish the consumer.

      They call 'em consoles.

      And piracy does affect the market - you're looking at 90+% piracy rates in both Android and PC markets. For some, that really kills RoI - and it leads to crappy-ass PC ports of games because there's no money in it. The two biggest (or used to be) PC only publishers - Valve and Blizzard, have compensated for piracy - the first owns well the premier distribution platform (and DRM solution), while the latter has made online play a requirement (at least until the console ports came out).

      Indies do good on PCs, but that's purely because the games cost very little to make to begin with - and are fairly huge - big enough that consoles are trying to adopt indies after seeing them explode on iOS and Android.

      But, the big problem is either AAA titles with online requirements (not a problem for a lot of current PC games that are basically online multiplayer, MMOs or such), or indie games (many of which deride them for "mobile" style gaming).

  3. More than two weeks ago. by Seumas · · Score: 2

    GTA V wasn't released this Tuesday *or* last week. It was released more than two weeks ago. The online component went live (well, theoretically) Tuesday (yesterday).

  4. Re:Bunch of dopes, these gamers by Seumas · · Score: 5, Insightful

    Agreed. When you only pull in a billion dollars in the first three days after launch, you can't afford to go all-out in preparation of your online component just to make sure you maintain good-will and enthusiasm for your company's product and reputation going into the future.

  5. Clearly nobody wants GTA V Online by adamanthaea · · Score: 2

    After all, if nobody wants it, the servers wouldn't be slammed and hard to get to.

  6. CNET and Slashdot Editing by Anonymous Coward · · Score: 4, Informative

    From Wikipedia article on Grand Theft Auto 5:
    "The game includes a multiplayer mode, Grand Theft Auto Online, which allows up to 16 players to freely roam a recreation of the single-player setting. Players can cooperatively engage in various activities, such as races and bank heists. "

    From Rockstar Games (http://www.rockstargames.com/V/GTAOnline):
    "Access to Grand Theft Auto Online is free with every retail copy of Grand Theft Auto V and launches on October 1st"

    The CNET article is horrible by trying to slant an angle that Grand Theft Auto Online is a separate game from GTA5. Its not. Its a multiplayer aspect to GTA5 which is running into issues. Not a separate game, a feature of an existing game not working as expected. End of story. On the Slashdot editing front, Grand Theft Auto online did not make $1 billion in annual sales, GTA5 did. FTFA: "GTA Online's launch comes a couple of weeks after Rockstar started selling Grand Theft Auto V. That title has become the biggest entertainment release of the year, generating more than $1 billion in annual sales".

    On the plus side, thanks for the heads up GTA Online is now available.

  7. Re:This is the work of the LORD by ireallyhateslashdot · · Score: 3, Funny

    I'm not sure why we should praise a New Zealand pop singer. I'm also not so sure that the "thou shalt not kill" thing applies to pixels. I'm pretty sure that God would have said something like "thou shalt not use algorithms to effect the deletion of pixels through the interaction of a user interface".

  8. Not so bad by dadelbunts · · Score: 4, Interesting

    Its not THAT bad. I have been playing since yesterday. Was just playing with 3 friends of mine. Have been in huge 8vs8 battles. Never a spot of lag while playing. Got disconnected a couple of times AFTER my missions or deathmatches were done yesterday. I think the problem most people are having is actually getting past tutorial mission. Two million people, all trying to do the exact same mission. Once you get past that its basically smooth sailing tho.

  9. Mororns can't figure out how to Internet. by VortexCortex · · Score: 2

    Protip: The Internet is a Decentralized Network, built to withstand thermonuclear war, with packets routed around cities mere moments after disappearing from the grid... And you fucking morons built a centralized service atop it? Even though specific end user machines could have downloaded world state and served the bandwi-- Wait, you built the whole gods damned web as centralized?

    Just--gahhh. What Lamers. I'm out.

    1. Re:Mororns can't figure out how to Internet. by rebelwarlock · · Score: 3, Funny

      Calm down. Have a cookie.

  10. That explains it by cphilo · · Score: 3, Funny

    No wonder I am having a hard time logging into healthcare.gov to look at my (probably) new insurance. All the bandwidth is being sucked up by GTA5, because they both launched the same day.

  11. finally got in last night by codepigeon · · Score: 2

    The bottleneck is at the point of where you make your first connection to the online service. Everyone is required to do a set of tutorial missions before joining the real servers.

    They have it setup like an mmo where the missions are instances. Once you FINALLY get past the tutorial there are almost no problems. In fact, the lobbies I played in where not even full.

    That first tutorial instance is the problem.

  12. This Wouldn't Have Happened... by denmarkw00t · · Score: 2

    If the government had stayed open. Nearly a million federal workers suddenly found themselves on furlough, so what better to do than hop on GTA Online?