EA Runs Damage Control For SimCity

SimCity‘s problem-ridden launch has been widely documented on GameFront. The long and short of it is that very few customers who purchased the game have been able to play since its release this past Tuesday. The game’s servers are remain unstable even days after the launch.

Most of the SimCity’s problems stem from its always-online requirement, which—unlike previous games in the series—force players to connect to servers at EA Maxis in order to play what is essentially a single-player game. It goes without saying that no one who’s picked up the game is too happy with the fact that they can’t play what they paid for.

To that end, the game’s senior producer Kip Katsarelis took to the EA forums in an attempt to explain why users were having problems connecting to the servers, which remain “busy”.

“What we saw was that players were having such a good time they didn’t want to leave the game, which kept our servers packed and made it difficult for new players to join,” he wrote. (via Destructoid)

One supposes that the PR at EA wouldn’t be doing their jobs if they didn’t make some attempt to spin the problems the game is currently having. A better solution would be for the company to either add more servers or better yet, overhaul the entire system and remove its always-online requirement.

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9 Comments on EA Runs Damage Control For SimCity


On March 8, 2013 at 7:03 pm

Sadly I don’t see EA removing the always online requirement anytime soon. That would require a good deal more self awareness than they have ever demonstrated.


On March 8, 2013 at 9:03 pm

Gaming politics is just like politics everywhere else.


On March 8, 2013 at 9:09 pm

“What we saw was that players were having such a good time they didn’t want to leave the game, which kept our servers packed and made it difficult for new players to join,”

what a bs statement… took an hour and a half for my game to unlock and 30 mins to download… so he’s saying they expected players to be logging out within 1-2 hours of playing a game that was just released?


On March 8, 2013 at 9:21 pm

You would think someone in the industry would have paid attention to the example set by one Casey Hudson. Talking to fans like they’re drooling imbeciles only further enrages them. Seriously Kip, if you’re gonna try and spin this, at least put a little effort into it.

Mr Flibble

On March 9, 2013 at 10:57 am

And the ironic thing about all this is that I’m sure someone somewhere has already figured out how to bypass the online requirement for an illegal downloaded version of the game. So all the people who bought the game are stuck trying to be able to play it while all the people who stole it are probably playing no problem.

You don’t need a server for people to play on since the game is running on the system. If you want to have some sort of persistant world you can update things when players leave the game. Then you only need a server for authentication purposes. Server checks you’re running a legit copy of the game, sends you the okay to let you in, then you’re able to play the game without any further communication with the server until you close it down.

But I guess that would make sense.


On March 9, 2013 at 5:48 pm

LOL you guys still ‘buy’ EA products???


On March 9, 2013 at 6:45 pm

And again it is the PLAYER’s fault that an EA-Game does not hold up to it’s promises. Yeah… I know why I have not bought any game of EA for a long time.


On March 10, 2013 at 1:27 am

It’s quite amazing that this is EXACTLY the same article as on Diablo 3. Same problems with the launch, and same publisher response. Why is this happening? Do games companies not understand the basic processes of buisness? Is this not what a CEO etc is for?? Give the people what they want, don’t treat them like criminals, don’t forbid them to use what they legally paid for. Or, you know, you go out of buisness. Becuase who the hell would put up with that in a marketplace that has competitors…


On March 10, 2013 at 10:56 pm

@quicktooth: I agree with you completely, but the consolidation of the bigger game developers has resulted in less competition. Now, this is what we’ve ended up with. The only way to fix this, I believe, is to start supporting the indie developers more. Once some of those indie developers become more successful, it’ll create more competition, and the bigger developers will have to step up their game if they want to compete. Of course, this assumes these indie developers don’t wind up selling their companies to the bigger developers first.