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Why Video Games Have Launch Problems

51 点作者 seattlematt超过 9 年前

12 条评论

jlg23超过 9 年前
This article completely ignores that single player, mostly-offline games have exactly the same launch problems.<p>The reason games have these launch problems is that publishers got away with it for too long. Having users who already paid for the game do the beta testing is much, much cheaper and more efficient than in-house testing.<p>I sincerely hope that steam&#x27;s move to grant refunds (<a href="http:&#x2F;&#x2F;store.steampowered.com&#x2F;steam_refunds" rel="nofollow">http:&#x2F;&#x2F;store.steampowered.com&#x2F;steam_refunds</a>) will sort this out. &quot;Oops, 30% of our pre-alpha-published-as-final purchasers want their money back&quot;. Have one or two publishers file for bankruptcy over that and it might be a very valuable, albeit painful, lesson for the industry.
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logent超过 9 年前
I&#x27;ve seen two main reasons for this in my experience. The games industry is one where a &#x27;chase the shiny&#x27; business mentality requires developers to frequently change their target platforms, development stacks, and desired core competencies for each project. Many of us are jacks of all trades, with little expertise in things like keeping a service standing under incredible load. I&#x27;ve seen developers go into this problem with a &#x27;how bad can it be&#x27; mentality, and it never ever ends well.<p>The other side of things is where you actually have a team capable of delivering a solid, scaling backend service, who simply do not get the chance to do so because of poor production planning and overzealous development schedules handed down from on high. This is not an industry where the engineers get to define the development schedule or feature set. They can influence both, but on many teams the managers expect that crunch will solve all of their scheduling mistakes.<p>I think you guys at PlayFab are in a great space as this is work that is very difficult to pull off right and many, many developers will (smartly) choose to pay for a solution instead of rolling their own.
jlees超过 9 年前
To address the point of &quot;game developers don&#x27;t know backends, and backend developers don&#x27;t know how to build for games&quot;... I want to think aloud about the question &quot;how do you hire engineers who can work on the backend of a large video game?&quot;.<p>One issue parts of the games industry struggle with is simply coding competency. There&#x27;s a tendency to hire newer grads and folks who will work for lower salaries, because people always want to make games. (And why not? Making games is awesome.) This leads to turnover, poorly thought out (or over-engineered) designs, lack of &quot;common sense&quot; things like load testing before launch (remember the industry standards you learned at college? if your college was anything like mine, you didn&#x27;t), language soup, etc. And in my experience, the best backend systems are built by those with at least a bit of that experience already - rather than gameplay programmers trying to teach themselves what the CAP theorem is. But what senior engineer wants to work with legacy spaghetti code, or unlaunched promises (and the threat of future layoffs), when they could work at Facebook or Google or whoever?<p>At a previous large tech company I worked at, we built a games team internally to work on large scale platform stuff (pretty similar to what PlayFab is doing but aligned with said company&#x27;s products). It was really cool - we got folks who were solid engineers but also ex-games industry, or avid gamers, themselves, advertising team openings via the videogames@ internal mailing list. We tried to combine the culture&#x2F;fun of the games industry without the baggage and conditions.<p>But platform isn&#x27;t content, and I recently joined a similar kind of team in an actual games company (which operates much more like a tech company than most, since our game is operated as a live service rather than a one-off downloadable release). Being able to work alongside artists, designers, narrative writers, sound engineers, event producers etc creates a really creative environment, and though I&#x27;m working on MySQL performance tuning and internal monitoring data pipelines, I get to hang out and talk about the new champion releases with folks at lunch. A nice balance, but for those who can&#x27;t afford their own platform team, or don&#x27;t have the carrots to lure us in, PlayFab seem like a neat alternative. :)
njitram超过 9 年前
The difference with major online services like facebook and twitter is that games have a -very- big launch, and get a lot of users at the same time all at once. It&#x27;s really hard to test for all that traffic in advance, as there will be so many configurations, (slow and fast) connections, hackers etc coming in all of a sudden. Its almost impossible to simulate the enormous variation.<p>Facebook, Twitter etc begin by a stable (code) base and then step by step scale up their systems. When something does not scale they can roll back or quickly fix it. They don&#x27;t have to ramp up from a few hundred players to hundreds of thousands in a few hours like in the gaming industry.
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flohofwoe超过 9 年前
I think the article left one important reason out: you always only hear about game launches that go bad, never about the ones that go smoothly.<p>Also: a game launch is like an explosion going off, lots of pressure on the first day. Marketing usually wants to concentrate everything on that one single launch event. Demand on launch day and the 2..3 days after can easily be 100x to 1000x higher than in the second week. You now have the decision to somehow spin up many times the backend infrastructure that you normally need, with the associated cost (theoretically achievable with a cloud service, but see below), even if it is technically possible to smoothly scale up against millions of players wanting to login simultaneously somebody needs to take the cost hit, this is usually when the finger-pointing between management and tech begins. Sometimes it&#x27;s easier to &#x27;wait it out&#x27;, since the storm will be over after a few hours.<p>As for cloud services: Most game-servers have soft-realtime requirements which many cloud providers can&#x27;t provide (at least with the cheap cost plans). For a web server running at a cloud provider it isn&#x27;t much of a problem if you have 250ms load spikes or delays from time to time, for an action game it is catastrophic.<p>And finally: players that can&#x27;t login will spend the time raging on the internet. If you can&#x27;t get your iOS update on day 1: well, shrug, I&#x27;ll try again tomorrow :)
devit超过 9 年前
&gt; This way in the worst case, the player receives the item in their inventory and isn’t charged immediately. In practice, this has proven to occur very rarely and has been an acceptable tradeoff.<p>Except that now the player can spend the money twice in the race window...<p>That kind of sloppiness by game developers might be related to the launch problems they have.
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phn超过 9 年前
They caught up with the rest of the &quot;internet-enabled&quot; software. If it can be updated, the maximum it needs to be is acceptable, not (mostly) bug-free as in the old days. This gives lee-way to juggle quality with release deadlines.
Yhippa超过 9 年前
As an outsider is it possible to do game development in an Agile manner?
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Umn55超过 9 年前
Pfft... it&#x27;s all just bullshit, pressure to release games too early from managers and hit quarterly profit targets.<p>That and the obsessive desire for control of everything.
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Mimick超过 9 年前
The reason IMO is game developers just don&#x27;t care since it&#x27;s a huge work to micro-optimize a game.<p>Last years when silicon reached it&#x27;s limits, all kind of developers start to worry about the performance. The question &quot;how to make a more advanced game?&quot;&#x27;s answer is not git gud on hardware anymore. It&#x27;s up to the software today (again).
sergiotapia超过 9 年前
For PC I get it, uncountable hardware variations. But for console games, it&#x27;s inexcusable. You have one and only one variation of the console. Up your game.
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hacker_9超过 9 年前
Well if someone created an actually good programming language for game development we wouldn&#x27;t have this problem...
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