I don't know how providing the necessary framework for your game is an achievement at all. Every game is supposed to just run, and especially in their start days and weeks most mp games have strong(er) numbers and capacity generally can and will be scaled down afterwards. But those cost cutting measures later require scalability anyway. How you can plan for doing a fixed amount x is beyond me. Just always plan like it could be a massive hit and reserve (rented) hw for that case. It's not like you need to run 1000players in one instance and later only 64 or whatever. The matchmaking just needs to work, for each anyway small coop group, kinda regardsless of total numbers. Might cost something to not use reserved servers though, but server problems, wait times, cost some consumer good will certainly too, and Sony should be big enough to move and rent capacity around as needed. It's hardly Driveclub levels of embarrassing but still mp should just run flawless, at launch, months later, up until official server closure, and working crunch time after launch should not even be necessary. Make it scalable as the default.
This is what happens when someone make a comment about something that they truly don't know about. Some people think you can just flip a button and add server capacity.
First it is really difficult especially for a game like this to ascertain the appropriate server capacity needed. Second, the problem is more than the server capacity, it's the way the code was written that takes up additional capacity. Everything needs to save and be processed across the board and that is what they weren't able to account for.
Just double the servers -- And blow any sort of profitability you had and utilize probably none of the space most times during the day.
Sony make a special ops team you dumb fucks.
This is why Sony should standardize tools and documentation across studios and I'm sure there is some element of that with internal studios, but many external studios probably have legacy tools. When you look at the credits for 1st party games you often see other studios helped out.
The idea of a special ops team on developers is probably not realistic in this day and age, since games are so complex.
That's not even as much as Palworld in its prime. Xbox stay winning
What does this have to do with Palworld? Outside of console warring, I'd say the big difference as it relates to the manufacturers is that one of these games is owned and the other isn't. Microsoft didn't even publish palworld. They saw no money from palworld on steam and only 30 percent on xbox.
Time and budget constraints. For better or worse, ppl usually optimise for that before anything else.
And yes, its not always the smart or the right thing to do, but hindsight is 20/20.
If you think you're going to sell 100-200K over the life of the game but you sell 4 million within a couple weeks... there is no optimzing or planning for that.
It's crazy that they achieved it on there first attempt lol.
I'm sure Jim Ryan took a lot of flack, it might even be why he is leaving Sony, but this game really does prove that he was right. This is probably the biggest success story for Sony since TLOU. We'll see ultimately.
People thought oh Sony needs to have success with 12 GaaS games... and it's like, no they don't.. a handful of big and moderate successes is enough.
If you look at what Sony is doing in the GaaS space and what they've done with TLOU on tv and Uncharted and Gran Turismo via movies... they're having tremendous success with their expansion.
If I'm Totoki, I'm asking Jim Ryan to reconsider as I don't think he has a great alternative.