Eric wrote:I don't think he means that literally, but if you buy a ridiculously popular game @ launch, and any kind of server authentication or online play is involved, you already know you're not going to be able to play, or be able to play well/consistently. Like it or not, it's part of that glorious launch experience. I fondly remember WoW's server issues at launch, was it kinda frustrating? Yeah, but my only take away was how I just couldn't wait for the server(s) to be back up so I could play. MMOs in general always have this problem. They don't have enough servers @ launch and have load issues, then run out and add a bunch of new servers, and then 3 months later when the fickle types who don't think the game is for them leave they end up with too many servers and not enough people to fill them properly.
That problem is because companies try to be cheap about hardware despite hardware cost is a negligible part when you talking about the budget these games have. If you have say 10 servers each with a concurrent capacity of 500K that's far more concurrent user than WoW ever got, so that ought to be enough. If you somehow go over that, that means you sold at least 5 million copies of the game and hopefully that's supposed to cover your costs to buy even more servers. And if the game flops the next day you still have 10 servers which is a reasonable number of servers and then you can donate the rest of your computers for SETI@home or your next game or whatever. The cost of hardware is absolutely irrelevent compared to the budget of a high profile online game that it makes no sense to skimp out on them. Let's say WoW relaunched today what it should have is say 5 servers in NA and 5 servers in Europe and you'd be in like US-West-Origimmar(150) or whatever, since technology to divide things up has been around for a very long time. If the game eventually flops you'd just be in US-West-Origrimmar(1) and they can even ship the extra computers to do something else since a server is rarely one giant powerful machine.
In fact server congestion issues is kind of fun. People cry about having 10 times the players than mobs but it's honestly a pretty cool sight to see, especially if the game supports any kind of PvP. It doesn't matter if a 100 vs 100 PvP invariably turns into a lagfest, because that kind of stuff is just fun and you usually only get it during the game launch. I've never heard of anyone who quit a game because too many people are playing it, but plenty of people quit due to too few people playing the game. Heck I was on Tallon Zek when it had 5000 concurrent users in EQ1, and that's EQ1 running on antiquidated technology, but for some reason modern MMORPGs have a hard time sustaining 2000 concurrent users reliably.