<p>I was there at 12&colon;01AM on March 5th for the launch of SimCity&period;  I excitedly waited at my computer to receive an email from EA Origin to confirm my purchase code and start my download&period;  To kill time&comma; I scanned the SimCity forums to see if other people were waiting like myself&period;  There was a fair amount of skepticism&comma; people frustrated that their codes had not arrived precisely at the stroke of midnight or upset that the game was not available for early install like midnight releases on Steam&period;  I felt a little irked myself&comma; as nearly half an hour passed and my only interaction with the game was checking the increasingly angry forum posts&period;  Then&comma; shortly after 12&colon;30AM I got my product codes&comma; started downloading&comma; and installed the game onto my PC&period;<&sol;p>&NewLine;<&excl;-- WP QUADS Content Ad Plugin v&period; 2&period;0&period;99 -->&NewLine;<div class&equals;"quads-location quads-ad135805 " id&equals;"quads-ad135805" style&equals;"float&colon;none&semi;text-align&colon;center&semi;padding&colon;0px 0 0px 0&semi;" data-lazydelay&equals;"3000">&NewLine;&NewLine;<&sol;div>&NewLine;&NewLine;<p>The next twenty hours were a mad rush of building&comma; destroying&comma; budgeting&comma; appeasing&comma; and compromising my vision for the world’s perfect metropolis&period;  I slept a restless three hours&comma; with vision of rural neighborhoods and yellow industrial zoning appearing before my closed eyes&period;  When I awoke&comma; I booted the game back up and thrust myself back into Maxis’ city builder&period;  Sure&comma; some of the little bugs of the game were standing out&period;  I was soon frustrated with how quickly I ran out of space for my city&comma; or how the intercity economy of my region was all but dead&period;  But despite the game’s obvious flaws&comma; I kept clicking away&period;<&sol;p>&NewLine;<p>That was until the evening set in&period;  I had noticed a little message in the upper right hand corner of my screen&comma; informing me that the servers were going off and on&period;  However&comma;it did not seem to affect my game until&comma; while placing a new hospital&comma; the building selection tool disappeared&period;  I assumed it must have been a server issue and disconnected my game&period;  I have yet to play another minute of SimCity since that disconnect&period;<&sol;p>&NewLine;<p>The past week has been a tumultuous one for Maxis and EA&period;  They have been slammed in the press&comma; verbally thrashed on social media&comma; and can barely put out a press release that doesn’t sound like a whimpering dog with its tail between its legs&period;  EA’s apologies ring about as hollow as ever&comma; getting no more than a collective eye roll from the games industry&period;  Meanwhile&comma; Maxis has come across as disappointed in themselves and legitimately sorry&period;  Unfortunately&comma; neither approach will be able to give customer’s back their missed week with the game&period;<&sol;p>&NewLine;<&excl;-- WP QUADS Content Ad Plugin v&period; 2&period;0&period;99 -->&NewLine;<div class&equals;"quads-location quads-ad135804 " id&equals;"quads-ad135804" style&equals;"float&colon;none&semi;text-align&colon;center&semi;padding&colon;0px 0 0px 0&semi;" data-lazydelay&equals;"3000">&NewLine;&NewLine;<&sol;div>&NewLine;&NewLine;<p>Consumers and loyal fans who waited until the witching hours of the night to play this game have a right to be angry and frustrated with publisher and developer&comma; alike&period;  Both parties talked a great amount of game and reassured all that they were confident in their launch&period;  Then hid behind a wall of silence for the first 48 hours while their servers crumbled beneath the weight of their fan base&period;  Even EA’s promise of a free game for the trouble leaves a bad taste&comma; certain to be further soured when the selection of complimentary titles is released&period;  However&comma; we cannot expect the mammoth publisher&comma; nor its developing partners to learn from this debacle&period;  The only people we can rely on to guide the industry forward and avoid these always-online woes are the people who spend their hard-earned money&period;<&sol;p>&NewLine;<p>I&comma; personally&comma; never blamed EA or Maxis while I furiously tried&comma; time and time again&comma; to log into the SimCity servers last Friday night&period;  I only could blame myself&period;  I had sat on the sidelines&comma; watching and reading about the difficulties that plagued Diablo III when it was released&period;  My gut told me that SimCity would have these kinds of problems&comma; but when the positive beta word-of-mouth started rolling in I couldn’t help myself&period;  But there I was&comma; sitting at my computer watching old episodes of &OpenCurlyDoubleQuote;30 Rock” while secretly praying I could get back into the game I had so feverishly enjoyed&period;<&sol;p>&NewLine;<p>The reasons for SimCity’s poor launch has something to do with their lack of foresight and failure to appropriately gauge their launch&period;  But it has even more to do with the business of games and the direction of the industry&period;   Multiplayer has never been more important to publishers and online multiplayer makes video game executives drool while imagining the World of Warcraft dollar signs&period;  The last few years has been a quest to find the next addictive&comma; online&comma; social multiplayer experience&period;  This has come at the expense of some beloved franchises&comma; and has stolen resources that could have been used to make great core single player experiences&period;  But until publishers can see continued value in the single player experience&comma; we will keep hearing words like&comma; &OpenCurlyDoubleQuote;always-on DRM” and &OpenCurlyDoubleQuote;online multiplayer experience”&period;<&sol;p>&NewLine;<p>Gamers have faced issues of this sort before and many times before have been subjugated to the whims of the industry&period;  Things like the online pass&comma; DLC&comma; tacked on multi-player&comma; and micro transactions continue to leak into beloved franchises&comma; turning fanaticism into cold&comma; hard cash&period;  As a community&comma; us game-lovers have always adapted and never rebelled&period;  I would like to think that SimCity is the straw that breaks the camel’s back&comma; but my gut tells me otherwise&period;  Instead&comma; I fear that before a calendar years passes we will hear about another previously single player game shouldering the always online challenge&period;  People will gripe and grumble and put down their &dollar;60 thinking&comma; &OpenCurlyDoubleQuote;Not this time&comma; this time will be different&period;”  And it might be&period;  Eventually these launches will be more accurately measured and such headaches can be avoided&period;  So while others scream&comma; &OpenCurlyDoubleQuote;Never again&excl;”  I’m inclined to say&comma; &OpenCurlyDoubleQuote;Not until next time”&period;<&sol;p>&NewLine;<&excl;-- WP QUADS Content Ad Plugin v&period; 2&period;0&period;99 -->&NewLine;<div class&equals;"quads-location quads-ad135804 " id&equals;"quads-ad135804" style&equals;"float&colon;none&semi;text-align&colon;center&semi;padding&colon;0px 0 0px 0&semi;" data-lazydelay&equals;"3000">&NewLine;&NewLine;<&sol;div>&NewLine;&NewLine;<p>Unfortunately&comma; SimCity’s legacy thus far is simply a soapbox for pundits in the always-online debate&period;  The game is flawed to be sure&comma; but could have served as a game that brought old fans and new together for some pretty great experiences&period;  Let’s hope that it does&period;  Let’s also hope that the game can turn itself around so that when we talk about SimCity a year from now&comma; we’re comparing our booming urban landscapes and not telling stories of server woe&period;<&sol;p>&NewLine;<p>Looking ahead&comma; one of the biggest games soon to approach the always-online quagmire will be Bungie’s Destiny&period;  I highly doubt that anyone anxiously anticipating this game is having seconds thoughts&period;  But what if Destiny has these problems as well&quest;  What if this becomes something expected and we all have to plan for aggravating days of server issues with a game’ launch&quest;  Is there a point where people will be fed up&quest;  Probably not&period;<&sol;p>&NewLine;&NewLine;<div class&equals;"essb&lowbar;links essb&lowbar;counter&lowbar;modern&lowbar;right essb&lowbar;displayed&lowbar;bottom essb&lowbar;share essb&lowbar;template&lowbar;default4-retina essb&lowbar;1116125170 print-no" id&equals;"essb&lowbar;displayed&lowbar;bottom&lowbar;1116125170" data-essb-postid&equals;"24794" data-essb-position&equals;"bottom" data-essb-button-style&equals;"button" data-essb-template&equals;"default4-retina" data-essb-counter-pos&equals;"right" data-essb-url&equals;"https&colon;&sol;&sol;www&period;explosion&period;com&sol;24794&sol;will-simcitys-launch-change-anything&sol;" data-essb-fullurl&equals;"https&colon;&sol;&sol;www&period;explosion&period;com&sol;24794&sol;will-simcitys-launch-change-anything&sol;" data-essb-instance&equals;"1116125170"><ul class&equals;"essb&lowbar;links&lowbar;list"><li class&equals;"essb&lowbar;item essb&lowbar;link&lowbar;facebook nolightbox essb&lowbar;link&lowbar;svg&lowbar;icon"> <a href&equals;"https&colon;&sol;&sol;www&period;facebook&period;com&sol;sharer&sol;sharer&period;php&quest;u&equals;https&percnt;3A&percnt;2F&percnt;2Fwww&period;explosion&period;com&percnt;2F24794&percnt;2Fwill-simcitys-launch-change-anything&percnt;2F&t&equals;Will&plus;SimCity&percnt;5C&percnt;26&percnt;23039&percnt;3Bs&plus;Launch&plus;Change&plus;Anything&percnt;3F" title&equals;"Share on Share" onclick&equals;"essb&period;window&lpar;&&num;39&semi;https&colon;&sol;&sol;www&period;facebook&period;com&sol;sharer&sol;sharer&period;php&quest;u&equals;https&percnt;3A&percnt;2F&percnt;2Fwww&period;explosion&period;com&percnt;2F24794&percnt;2Fwill-simcitys-launch-change-anything&percnt;2F&t&equals;Will&plus;SimCity&percnt;5C&percnt;26&percnt;23039&percnt;3Bs&plus;Launch&plus;Change&plus;Anything&percnt;3F&&num;39&semi;&comma;&&num;39&semi;facebook&&num;39&semi;&comma;&&num;39&semi;1116125170&&num;39&semi;&rpar;&semi; 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Josh Hinke is a part time centaur trainer in Hollywood, while going to school full time to be a professional Goomba. In between those two commitments I write about video games and cool things, like pirates and dragons and dragon pirates.
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