Sadly, most of the ~120,000 connections are not customers but via warez. And if there are over 100,000 people, well, you get horrific results such as the game being incredibly unresponsive due to simple web service calls that were considered pretty benign during the beta that suddenly start to bring down firewalls and such due to the sheer massive number of calls that are being made. The system works…less well if there are tens of thousands of people online at once. Especially as it appears - oh dear - piracy may have significantly exacerbated DG's multiplayer problems.Īccording to one of Stardock's ongoing status reports about Demigod, "The system works pretty well if you have a few thousand people online at once. While releasing a game that was problem-riddled in the first place is scarcely something that should be condoned, as GPG and Stardock (I'm becoming increasingly confused as to who's really in charge of DG now) have been frantically racing to patch the thing up over the last week, such a judgement would already have been innacurate. Demigod's a fine example - if one of us had written it up on compressed tree-matter and shoved a number at the end, that number would reflect its enormous netcode screw-ups, and would sit as a faintly damning judgement upon it for all time (of course, damnable parasite-site Metacritic means that problem still exists for a lot of web stuff too). As Jim alluded to in the comments thread for our Demigod discussion last week, one of the many interesting issues around writing for the web instead of for print is that a verdict passed on a game doesn't have to stay static in the event that game's problems improve/worsen.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |