If the servers can only handle a certain number of players, then they should only sell a certain number of licenses for the game.
Then, when concurrent player numbers drop over time, they can release more.
But no, they’ll happily take the money from everyone on launch even though their servers can’t handle the load.
Could you imagine the possibly equally as bad reception if a digital game was limited? Then add in that you’d get scalpers trying to sell steam keys for stupid money.
This is just another example of why you should wait a while before buying a new game, even sequels.
I vividly remember a downloaded game telling me they had run out of available licences, once. Can’t remember exactly, but I’m pretty certain it was on Steam.
How you run out of numbers still rascals me, all these years later. And I say this as a software dev.
Maybe there’s a middle ground, where instead of just letting a flood of people all download your game on day one, the publisher like pre-downloads it onto some sort of physical media, and then sell copies of that physical media. That way people could get into the game immediately when they receive their copy without having to wait on the same 6 hour download that a million other people are also waiting on, that download activity doesn’t interfere with the bandwidth of people trying to play the game, and the physical availability puts a sort of temporary artificial limit on how many people can play at once.
People can already get into the game immediately when they receive their copy, just with a vastly simplified distribution mechanism called “download”. You might not remember all the issues physical distribution mechanisms had back in the day.
If the servers can only handle a certain number of players, then they should only sell a certain number of licenses for the game.
Then, when concurrent player numbers drop over time, they can release more.
But no, they’ll happily take the money from everyone on launch even though their servers can’t handle the load.
Could you imagine the possibly equally as bad reception if a digital game was limited? Then add in that you’d get scalpers trying to sell steam keys for stupid money.
This is just another example of why you should wait a while before buying a new game, even sequels.
Want to sell: Microsoft flight simulator license DM me to discuss price.
I vividly remember a downloaded game telling me they had run out of available licences, once. Can’t remember exactly, but I’m pretty certain it was on Steam. How you run out of numbers still rascals me, all these years later. And I say this as a software dev.
Maybe there’s a middle ground, where instead of just letting a flood of people all download your game on day one, the publisher like pre-downloads it onto some sort of physical media, and then sell copies of that physical media. That way people could get into the game immediately when they receive their copy without having to wait on the same 6 hour download that a million other people are also waiting on, that download activity doesn’t interfere with the bandwidth of people trying to play the game, and the physical availability puts a sort of temporary artificial limit on how many people can play at once.
People can already get into the game immediately when they receive their copy, just with a vastly simplified distribution mechanism called “download”. You might not remember all the issues physical distribution mechanisms had back in the day.
They probably didn’t know how many players their servers could support. This was one way to find out.
Any company worth any money does stress tests of their servers to simulate different scenarios with different loads.
Either they were overconfident, or simply didn’t think QA testing was necessary or worth the cost.