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45. Re: SimCity Pares Down Features to Meet Demand Mar 8, 2013, 02:53 Flatline
MisterBenn wrote on Mar 8, 2013, 01:06:
These early problems with always online AAA games are not going to go away. It's always cheaper to plan server capacity based upon expected levels at the 1 week or month mark rather than spend extra for the initial surge and then decommission or reallocate servers afterwards. You just need to explain away the problems until the surge dies down and then congratulate yourselves on the budget savings.

Err... yes, but at the same time it might cost a couple grand to handle the initial surge of players and avoid negative publicity. I mean, you already have a master copy of the virtualized server, you just allocate more resources at your server host and fucking hit "turn on" and 10 minutes later you're golden. As soon as server demand drops you cull the surplus virtual servers.

But I forgot. Your city is bound to the server you play on. So there's that. Because just being able to log in anywhere and retrieve your save game isn't good enough.
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