Weekend Confirmed 155 - SimCity, Dark Souls

by Andrew Yoon, Mar 08, 2013 11:00am PST
Related Topics – Weekend Confirmed

Garnett Lee is joined by Andrew Yoon and TRS' Dan Trachtenberg. Jeff Cannata is AWOL, presumably because he's still waiting to join a SimCity server. Dan kicks things off with yet another loving tribute to perennial show-favorite, Dark Souls. Listen as he tries to convince Garnett that From Software's hack 'n slasher is, somehow, just like a racing game. But, Garnett counters with Real Racing 3--a racing game so real, it says so in the title. What does EA's freemium game mean for the future of the industry? Finally, we talk about SimCity eventually, but you'll have to wait at least an hour or so before that talk begins. But, you're used to that, right?

Weekend Confirmed Ep. 155: 3/8/2013

Subscription Links:

Here's a handy pop-up player so you can listen from right here on the page. Let us know how it works for you.

If you're viewing this in the GameFly application, you can play Weekend Confirmed Episode 155 directly.

Weekend Confirmed comes in four segments to make it easy to listen to in segments or all at once. Here's the timing for this week's episode:

    Show Breakdown:

    Round 1 - 00:00:35 - 00:29:18

    Whatcha' Been Playin Part 1 - 00:30:46 - 01:01:47

    Whatcha Been Playin Part 2 01:02:25 - 01:32:20

    Listener Feedback/Front Page News - 01:33:29 - 02:12:08

Follow the Weekend Confirmed crew on Twitter, too!

Weekend Confirmed @WeekendConfirmd

Garnett Lee @GarnettLee

Andrew Yoon @scxzor

Dan Trachtenberg @DannyTRS

Remember to join the Official Facebook Weekend Confirmed Page and add us to your Facebook routine. We'll be keeping you up with the latest on the show there as well.

Original music in the show by Del Rio. Get his latest Album, Club Tipsy on iTunes. Check out more, including the Super Mega Worm mix and other mash-ups on his ReverbNation page or Facebook page, and follow him on twitter @delriomusic.


  • About the SimCity servers issue:

    Like everything, it's pretty complicated.

    Garnett was right about the sales/demand curve. You're probably going to need 10x to 100x server capacity for the first day, then scaling down pretty fast from there.

    As far as a CDN goes, and content delivery, it's a completely different problem. When 100 million people go to look at Gangdam style videos, one server doesn't care about what the other servers are doing. You can have a load balancer send those clients off to what ever server you want. Youtube even locks the 'views' count on videos that start getting really popular and slowly updates them, I'm assuming since that's a point where multiple servers need to communicate to get that views count shared.

    For a multiplayer game you're not delivering the same content to all of the players, you're delivering and communicating unique content for all your clients.

    The bad thing is this is a case of a problem that is expensive to solve, and goes away if you ignore it.

    Thread Truncated. Click to see all 3 replies.

    • Additional:

      CDNs are a different problem, but in the same school. And it doesn't mean there aren't solutions for scaling application servers or storage.

      I think the following excerpt from their SVP's blog post is somewhat telling:


      "The new servers we rolled out have a new faster set up. We are now dedicated to updating our original servers so that those of you who have been playing these past few days can get the benefits on servers where your cities are played."

      1. So they did not launch with a server deployment rate that was 'fast' enough. The actual 'rate' is not what is profound here, but that this alludes they did not do any robust planning in the area of scaling their infrastructure. How do you release a game with the guaranteed hypetrain of Sim City and not know that you can't deploy servers fast enough?

      2. Looks like the issue they're having is storage. Questions arise as to whether their application logic is separated from storage (that would be a pretty basic assumption, right?), and what storage technology they're using.

      Would be awesome if someone in the press could get a backdoor' postmortem interview of a more technical nature with some of the devs. Would be really enlightening to hear how they went wrong, given that it seems that this one industry in software (gaming) hasn't managed to get a good grasp on online load management as a rule (more or less--there's always CCP, who seem to get it).