• @[email protected]
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    551 year ago

    Not to put the blame on the devs, but the problems might have been attenuated by defining a proper interface layer against the server.

      • @[email protected]
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        231 year ago

        The multiplayer stuff was neat in theory, but any multiplayer thing you did took like 20+ minutes to actually propagate to other players games

        • Dark Arc
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          101 year ago

          I wonder if that’s related to “the wrong cloud”. Imagine if someone wrote some super slick code that worked really really well in the original cloud, and just couldn’t figure out how to make it work in the new cloud, so everything is just an awful workaround.

          • tool
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            31 year ago

            Unless you’re really deep into a particular provider’s unique-esque products (Lambda, Azure AD, Fargate, etc), this is exactly why things like Terraform exist.

            • Dark Arc
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              31 year ago

              Oh for sure, but the games industry is one of the few that still does some weird stuff because a lot of the software is only expected to last 5 years or so at most, and needs to get every drop of performance.

              I could definitely see some hyper optimized cloud API looking really great and then not having an equivalent in another ecosystem (or at least not one that could be quickly swapped out just before release).

      • @[email protected]
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        01 year ago

        Your comment seems to be related to something else… or I’m stupid, which is entirely plausible, too.

        • Crow of Minerva
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          181 year ago

          I think it’s refering to the fact that the reboot SimCity was a single player game (you could never play with someone else) but that was always online anyway

        • JackbyDev
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          21 year ago

          All this fuss over servers for a single player game. Not only did they handle the migration poorly, it shouldn’t need to talk to servers period!