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Forums - Sony - Sony sheds light on why #Driveclub went wrong

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LudicrousSpeed
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      LudicrousSpeed on 24 June 2015

      http://kotaku.com/sony-explains-what-went-wrong-with-driveclub-1713614101

       

       

      Sony Explains What Went Wrong With Driveclub

       

      21,373

      5

      Patrick Klepek
      Filed to: broken games 6/24/15 11:10am

       

      The long and winding road for Driveclub PlayStation Plus Edition is hopefully coming to an end. It was supposed to arrive last October, but months later, Sony says it’ll be available tomorrow. What happened? What took so long? At E3, we asked Sony for an explanation.

      Technically, Driveclub PlayStation Plus Edition showed up on PlayStation Network yesterday—for a little while. Some people were able to pull up the game’s store page, but it quickly disappeared from the service. What the heck? Then, Sony tweeted this out:

      Sigh. It never ends!

      Driveclub launched on PlayStation 4 last fall, albeit with significant server problems. By most accounts, Sony has smoothed out the game into a pretty decent racing game, but it wasn’t a pretty sight for a long time. It was so bad, in fact, Sony had to delay Driveclub PlayStation Plus Edition because it wasn’t sure the game could handle an influx of more people playing the game.

      Driveclub PlayStation Plus Edition has become the butt of endless jokes, a parody of itself. Designed to give PlayStation Plus subscribers a taste of Driveclub that went deeper than merely a demo (and a way to cheaply upgrade to the full version), it was quietly delayed over and over. Rather than promise a date to anyone, it was simply “postponed until further notice.” Not good.

      Kotaku’s Stephen Totilo spoke with Sony president of worldwide studios Shuhei Yoshida last week about a range of topics. Eventually, Driveclub came up.

      “We are very embarrassed,” said Yoshida, “and we are sorry for that.”

      Driveclub’s multiplayer servers were a mess for a while, even for people who’d paid full price for the game. Those people became the priority, as Sony tried to figure out what had gone so wrong.

      The servers worked during the game’s closed beta tests, and there were no problems when reviewers were given copies. Everything changed when the masses became involved, though.

      “It’s just the number of people the server couldn’t handle,” he said. “The stress-testing was not designed correctly. So it was the oversight. So the team had to go back to the drawing board in terms of server code. And they have been re-factoring and re-engineering server-side to be able to have more people play the game at the same time.”

      This wasn’t a bug, which might have been an easy fix. The game’s server architecture was crafted improperly, and it required Sony completely reevaluating how it handles multiplayer.

      “The proof is in the pudding,” he said, pointing to the successful launch of Bloodborne.

      Those games are pretty different, so I’m not sure how much that ultimately says.

      In response to the Driveclub debacle, Sony established a new “central tech team” to review multiplayer code and closely examine how it will handle thousands and thousands of players.

      “We are more stringent in terms of doing proper online beta testing to get more people to play,” he said. “ [...] We went through a new kind of process.”

      But even when it arrives tomorrow, there will be some limitations. Everyone can play offline, but online won’t be available to everyone. Instead, Sony will slowly start bringing “more and more players online while continuously ensuring that all game systems are running smoothly.”

      Will it work? We’ll have to wait and see.



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      LudicrousSpeed
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          LudicrousSpeed on 24 June 2015

          Lock if old, sorry if there are any formatting mistakes.

          Anyway, the interesting bit is that #DC's failure prompted them to create a team specifically to test stuff like this out. So that's cool. We'll see how effective it is.



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          LurkerJ
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              LurkerJ on 24 June 2015
              LudicrousSpeed said:
              Lock if old, sorry if there are any formatting mistakes.

              Anyway, the interesting bit is that #DC's failure prompted them to create a team specifically to test stuff like this out. So that's cool. We'll see how effective it is.

              It will be a long wait to see how effective it is

              SF5 or Uncharted 4?? 



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              MoHasanie
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                  MoHasanie on 24 June 2015

                  Well its nice of them to admit their mistakes. This and the MCC were huge disappointments because of all the problems. Lets hope Microsoft creates a central tech team as well.



                      

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                  LudicrousSpeed
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                      LudicrousSpeed on 24 June 2015
                      LurkerJ said:
                      LudicrousSpeed said:
                      Lock if old, sorry if there are any formatting mistakes.

                      Anyway, the interesting bit is that #DC's failure prompted them to create a team specifically to test stuff like this out. So that's cool. We'll see how effective it is.

                      It will be a long wait to see how effective it is

                      SF5 or Uncharted 4?? 

                      Yeah I guess. Though, I don't think either of those games will be as server dependent as #DC was. Though I guess the higher sales will outweigh the less "always online" type of gameplay elements.



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                      bananaking21
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                          bananaking21 on 24 June 2015

                          Tomorrow Adam boyes will make a statement clarifying that Shu was not apologizing in that article and it was just a mistranslation.



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                          Turkish
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                              Turkish on 24 June 2015

                              And thats why you do beta tests.



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                              ethomaz
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                                  ethomaz on 24 June 2015

                                  It was required since beginning lol

                                  How you launch a broke product that could be easy tested in a QA environment or even a closed Alpha/Beta.

                                  Create a team for that after the issue happened is shameful... every network software development needs to contemplate massive users testes even if you use programs that generates artificial user requests (there is a lot in the market).

                                  What bother me even more is that DriveClub was not a isolated case last year and it wasn't the worst too... that is why I don't like the shape the developers are today in the gaming industry... they thing they can fix via patch everything and release a alpha product due tiny schedules or money resourses.



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