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The Guns of Navarro: Nothing Is Static

Yes, Alex is still talking about SimCity, its troubled launch, and flexible review scores. Why? Because it's interesting, dammit.

SimCity has been out for, as of this piece's publishing, five days. For those five days, players have been unable to play SimCity, save but for brief, taunting periods of functionality. The online servers remain clogged and/or offline, which is a problem given the game's insistence that players be online in order to play at all. Maxis has come out and apologized directly for all of this, while making claims to improved, but still problematic server functionality, and proffering a token of peace in the form of a free (as-yet-undetermined) EA game. But while those reports of improvement are great to hear, people still can't play across the board, and even working servers are still running into issues, despite the shut-off of some in-game services. As it stands, a game that people paid $60 for barely functions, if at all, and people are understandably upset.

SimCity should have been an easy game to fall in love with, but between its design quirks and abysmal online service at launch, it's been nothing short of a disaster so far.
SimCity should have been an easy game to fall in love with, but between its design quirks and abysmal online service at launch, it's been nothing short of a disaster so far.

SimCity has other problems with its design, many of which I laid out in my review, but the talk of the past week has been the servers, as well as the reviews that have or have not appeared in the wake of the game's shoddy launch. It's not hard to understand why. For whatever design flaws SimCity might have, the simple fact of the matter is that people, including many reviewers who chose to wait until post-launch to test the game, cannot play it. And those that did choose to review it prior to launch are suddenly catching no small amount of shit from the SimCity community for not taking the game's server performance into account prior to reviewing.

In all my years critiquing games, this is maybe the weirdest launch week I've ever found myself a part of. I've written and edited my way through numerous MMO launches, online multiplayer games, and, of course, last year's similar debacle involving the always-online Diablo III. When that game came around, I remember there was some trepidation regarding Blizzard's ability to handle the surge of players come launch, especially given the rocky start of Blizzard's bread-and-butter, World of Warcraft, back in its first year. Still, while Diablo III still ran into server issues for some time following release, it did manage to iron out its most egregious connection wrinkles relatively quickly compared to SimCity, which EA is still, several days later, trying to salve with additional servers.

EA's line on all of this is that they didn't expect the volume of players they received, nor did they expect them to play for the long stretches they've apparently been playing (provided they're actually able to get into the game in the first place). As someone who has gone through several sometimes rocky website launches (including one fairly recent one some of you may recall), it's not that I don't have some sympathy for the developers who are forced to try and fix this while everyone is shouting at them from every angle. You can't test for everything, and weird things will always pop up in the live environment that you can't account for. That said, I would echo the sentiment others have expressed that EA's insistence on hour-limited gaming sessions during SimCity's beta probably didn't do them any favors.

Regardless of what went wrong, the fact of the matter is that we're here, now, with a fairly broken game that has nonetheless garnered relatively high reviews from those who were able to play it, as well as fairly negative ones from those who have run into various problems trying to play it. Out of that strange dichotomy of reviews has evolved a salient pair of questions. Namely, if games are as much about their services as they are the core gameplay--as Joystiq's Alexander Sliwinski smartly poses in his editorial on the subject--should we be reviewing them before they launch? And should the scores be adjusted to reflect the ever-evolving state of such games?

Let's tackle that first part. When I started at GameSpot back in 2003, even then we had a policy that more or less dictated that all online games should be tested in an environment that satisfactorily emulates the retail experience. Early in my tenure, that policy made a lot of sense, as online multiplayer games often had a tendency to feature server problems, bugs, and whatever else that you might not see just playing against other journalists on pre-release servers. In recent years, this has become somewhat less necessary, as live servers have gone up earlier and earlier prior to games' launches, and retail copies have become more readily available to press prior to release. However, for a game like, say, an MMO, nobody in their right mind would review it without spending ample time on retail servers. Granted, that's usually because with games like that, you literally can't play it until it's live for everybody. But in the rare case that you would be granted some kind of early access, it still wouldn't matter, since so much of the game's content pertains to the online experience.

SimCity operates in a weird middle-ground between those two examples. In SimCity, you can absolutely see the content of the game even if only a few players are around and servers are up. EA provided multiple critics (including myself) early codes that ran on servers specifically set up by the devs for review processes. It was made abundantly clear in the various communiques between press and PR that these would not necessarily be indicative of the live experience, but that we could use these to get started. That was exactly the attitude I took when taking to the game last weekend. I wanted to see everything I could, as I was under the impression that some kind of server catastrophe could happen. Though I wouldn't say I expected anything quite like this.

Ask most industry prognosticators whether or not they saw the disastrous launch of EA's online-always SimCity coming, and they'll nearly universally answer yes. That might sound odd, considering there weren't alarm bells being sounded on a regular basis prior to the game's launch. If you go back and read most pre-release coverage of SimCity, you might see various writers making mention of the game's always-connected infrastructure, perhaps even noting some reservations with the idea. But doom and gloom was really nowhere of any obviousness to be found. I think there is perhaps a reasonable reluctance among those in our trade to appear too negative without having solid experiences to back that up. At the same time, most of us are dyed-in-the-wool cynics, so when someone says to us, "Yeah, we're gonna be online all the time," our reaction is usually to just smile, nod, and hope for the best, even though deep down, we have an inkling that this is all going to go horribly wrong.

Always online games clearly don't have a grand history thus far, in terms of reliability. But regardless as to the bumps hit thus far, this concept isn't going away any time soon.
Always online games clearly don't have a grand history thus far, in terms of reliability. But regardless as to the bumps hit thus far, this concept isn't going away any time soon.

Unfortunately, the negative reaction from players was probably exacerbated by the early salvo of mostly positive reviews from critics that hit prior to launch day. Perhaps most notable among them was Polygon's effusively positive review. Russ Pitts very much adored the game, and reviewed it accordingly, awarding it a 9.5. But he also did so prior to launch, a fact that people have complained about given the apocalyptic server situation. But then Polygon did something interesting; it changed its score. From a 9.5, the game tumbled downward to an 8. Then, as the server issues continued and game services were cut in the hopes of salvaging some server availability, the score dropped to a 4.

Understand, this is all completely in keeping with Polygon's oft-stated editorial policy. At the outset of that site's launch, its editors spent ample time explaining how they planned to review games. In dictating that policy, Polygon made it clear that it believes as games continue to grow and evolve, so too must the review process. Games of the modern era are not static, in that service issues, DLC updates, and patches can all radically change how a product performs. The goal with this system was to allow editors to "bump" (their parlance, not mine) scores depending on how these factors come into play post-review. Each of the updates to SimCity's review have come with detailed explanations from Pitts laying out why these changes have come to pass.

This has been a source of much controversy among those who follow game reviews. Granted, that's probably a fairly small demographic overall, but as someone who has something of an investment in how video game criticism evolves over time, I've been nothing short of fascinated by it all.

The thing is, adding a degree of flexibility in reviewing isn't new. This is something Jeff, myself, and countless others have talked about at various points over the years. In fact, GameSpot has been providing updates to its reviews for a while now, taking into account DLC and patch updates where necessary. Kotaku also does a version of this, with its "Yes/No/Not Yet" scale, which updates depending on how issues with games are corrected over time. My point is, this is a conversation that's been happening in various forms for quite a long time, and it's still something many of us think about with great frequency. Especially Jeff, who maybe spends more time thinking about review policies than is really healthy.

I won't speak for what Giant Bomb's editorial policies could be in the future, since any changes would have to be discussed by us as a team, and decided at higher levels than my own. I will say that for my own purposes, I don't think I'll ever feel the desire or personal need to change my SimCity score. Granted, my approach to reviewing SimCity may have been different than others. I looked at the server issues as one complaint among several, and decided that based on its troubled launch, not to mention the problematic philosophy behind the always-online model, it would be worth dinging the game for these problems. I also made mention that those problems could just as easily go away within a few days. So far, they haven't, but that's not really even the point.

The point is, I'm done with SimCity. I spent many hours playing it in various states of functionality, and by the time I had seen everything I needed to see, I had a set of points I intended to make. Once those were made, and a score was settled on, I stopped trying to play SimCity, resolving myself not to touch it again until the servers completely cleared themselves up. And even if/when they do, I won't be changing the review. Considering that we have no shortage of ways to cover post-release content, through various forms of video, news, and podcast coverage, the idea of having to go back and change a review after some post-release fixes strikes me as overkill.

At a point, it feels like we're coddling these products. I am constantly appreciative of that fluid nature of games, the one that lets improvements and changes find their way into the products long after release, but I'm also of the belief that a game's launch should be indicative of a developer's best effort. When you first put a game on store shelves, you should be putting your absolute best foot forward. That game should be as close to the vision you have for a functioning, entertaining product as you can possibly get, because otherwise, why are you charging people for it? Nobody wants to play an unfinished game, and the increasingly lax attitude from developers and publishers in recent years, one of "put it out and we'll fix it later," is one I just haven't ever been able to get behind. If we're just running back to update these scores every time a developer makes a significant bug fix post-launch, at what point do we draw the line between keeping our audience informed, and bending over backward to accommodate games that launched busted in the first place?

This was Polygon's review of SimCity. Technically, it still is, though the updates have dropped the score all the way down to a 4. Talk about a rough swing.
This was Polygon's review of SimCity. Technically, it still is, though the updates have dropped the score all the way down to a 4. Talk about a rough swing.

But that's just my argument against the idea. I'm not eternally declaring against adjustable reviews, but in this conversation we're having, my feeling is that I don't necessarily want or need this kind of flexibility when I'm reviewing a game, because I don't need it from the reviews I read. Of course, my personal disagreement does not make idea behind actively adjusting scores an ignoble one. Polygon isn't doing this because it just wants to be different, I don't think, but rather because it just wants to make sure its readers are able to make the most informed decision possible at any given moment. I expect that's why they opted to review the game prior to launch, as well. In this case, they might have been better served waiting, since it would have negated some of the need for score changing, but when your system is already built to allow for such a thing, there's perhaps little reason to worry about it.

I also wonder if Polygon would even be getting this kind of guff from people if they didn't use scores to begin with. But that's another, longer topic of conversation, one I'm already exhausted with just thinking about it. So it is perhaps enough to say that while I don't necessarily agree with everything Polygon's done in handling its SimCity review, I absolutely support their right to review games how they see fit for their audience. Just because I believe my scores and reviews should remain static doesn't make me believe that everyone should just feel the same way. What works for me doesn't work for everybody. While I believe that the time-tested method of reviewing a game and letting that stick is still completely reasonable for most, I'd like to think that experimentation with said methods should not only be allowed, but encouraged. Everyone is different, after all, and one editorial voice and direction certainly won't suit every consumer.

Talking about these kinds of editorial standards is never a bad thing, and while it's unfortunate that it took SimCity's launch being mucked up so spectacularly for it to happen, I'm just glad we're having these conversations. Not even a few hours after Sliwinski posted his editorial, he and I were chatting it up about editorial policies and flexible review standards and all that fun stuff. These are great conversations to have. People are saying thoughtful, interesting things about the nature of game criticism and how it evolves with the technology, and I love that. After all, if we don't talk about it, then nothing changes. And if there's one thing SimCity has taught me over the years I've spent playing its various incarnations, it's that stagnation is maybe the only thing worse than failure.

--

Just as an FYI, I'm on vacation all this week, and as such, our own Jeff Gerstmann will be handling Sunday column duties next Sunday. See you all in a while!

--A

202 Comments

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kdrudy

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Edited By kdrudy

Updated review scores aren't necessarily bad, but in this case the reason it was needed was bad. Polygon giving that score when they did was fantastically irresponsible, how many sales did that help along in the last days before launch? Hopefully it forces them to show more restraint in the future.

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Aaron_G

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Edited By Aaron_G

Very good article, Alex. I am glad you are bringing attention to review scores and the way Polygon handled their review of SimCity. I thought it was strange, and changing the review score just seems like an, "eh...never mind". I think it is an odd way to handle a review.

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Christoffer

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Edited By Christoffer

I like the idea on doing follow-up on games since some of them can change considerably over time these days. I would like some way to find out if a game I dismissed earlier, or thought I was finished with, is worth getting back to. Even if it's just about fixed bugs, balance, frame rate, stability etc. Those kinds of things can make a good game great.

But, yeah, who would have time to do that?

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Var

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Edited By Var

@paulunga said:

What do you mean by "still"? All the SimCity stuff happened this week. It literally hasn't been an entire week yet since all the online trouble started. People saying this is as bad as Diablo 3 are out of their mind. That's not even possible, temporarily speaking. Come back to me in a week or two.

Did you play Diablo 3? Because the server issues with Diablo 3 were fixed for the majority of users within 48 hours after release. SimCity is on Day 6

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KittyVonDoom

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Edited By KittyVonDoom

So... SimCity, Giant Bomb GOTY?

Oh wait, the problems were actually acknowledged in the review and it's score. Also, it wasn't Brad's game XD

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excast

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Edited By excast

And just a little more about Polygon. I had never really visited the site until this past week or two. I mean, I have heard of it being this super group that was all brought together. I've seen a few of the names..like Justin McElroy. Funny dude there.

But wow...is it just me or does that site have no soul? Everything just seems by the numbers. Not much in the way of personality other than a few of them. I dunno. I guess I was just expecting more considering how much they get mentioned.

It sort of reinforced why I appreciate Giantbomb so much. The crew here is constantly developing a heightened level of trust with viewers/readers because they put themselves out there. We see them all the time in Quick Looks, TNT, The New Releases Show, and the Bombcast. That is why I feel as if I can get a better idea of a game from watching them play it or listening to their opinions than I can by reading another generic review with a score after it.

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probablytuna

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Edited By probablytuna

So we'll be looking forward to The Guns of Gerstmann next week? SWEET.

Anyways, I still feel that posting the review before the game launched was a bad move on Polygon's part.

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Humanity

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The whole point of sites like Polygon is to inform the potential buyer about the quality of a product. Some people actually use reviews as things to go by when deciding on gaming purchases. I can't imagine anyone trusting Polygon again when they dropped from a 9.5 to a 4 in a matter of days. The people who saw the 9.5 review and decided to go on that recommendation to order the game must have been quite upset when they couldn't even play it and then checked to see that very same review now read 4 instead. Flexibility is one thing, but integrity towards your readers is another. It's like a car salesman telling you how awesome this car is, and after you purchase it and it barely works you go to the same salesman and he tells you "well you know what, it's not that great after all." Well thanks, good to know now that I already bought it.

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rolanthas

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Edited By rolanthas

Well, my "ignore EA" new year gaming resolution is working wonders so far.

Anyway, I also don't think changing / updating review scores is the best way to go. Reviews should probably evolve beyond mere shopping advice before any steps are taken.

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enemymouse

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Always online games might to need a "Service-Score" in addition to whatever other scores. In addition, if content changes dramatically a year later then just add a new "Content-Adjust" score. Then with your original "Static Score" you have a triple-score system.

Currently, Polygon's score could look like [ 9.5 / 4 / -- ]

Sounds like a fun time to be a game reviewer.

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prestonhedges

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A responsible consumer will have waited, read the reviews, and then waited for the reaction when the game came out.

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Baal_Sagoth

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Pretty reasonable take on the situation I think. I personally have no use for adjustable reviews, at least from my current perspective. Close to launch (slightly prior or later depending on what the reviewer is comfortable with to give an honest opinion) is when professional games writers are the most useful when it comes to reviews. That's where the gaming press has power and an obligation to serve their audience. Some days or even weeks in I suddenly get such a myriad of options and perspectives to learn about a game's progress that extremely knowledgable enthusiasts of any given game become much more credible sources of information than "broad picture" professionals that inevitably have to move on and chase the next big thing.

Some half-assed attempt at updating reviews by an individual that has no real chance to stick with a game for long periods is pointless. Doing that primarily by just adjusting a score and adding some short sentences comes off as reactionary and simply highlights the arbitrariness and shoddiness of the first attempt. But, as you said, to each their own!

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csl316

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Happy vacation.

I used to think IGN's review-in-progress stuff was kind of dumb, but now I see the benefits of it early on. You want to give the reader your impressions, but you need to test in a live environment for an "always on" game (be it an MMO or something like this). Because basic functionality should be expected.

And I think Polygon dropping its scores to randomly low scores is kind of silly. But that's the discussion of what's a 4 vs. a 4.5 and I'm tired of that one at this point (which is why I like GB's simplied five point scale).

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SethPhotopoulos

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@draxyle said:

My biggest problem with polygon's score is simply due to the fact that their first score was dishonest. In trying to beat the rest of the internet to the table, they put out a review that was not indicative of what the game would be at launch and without any warning of any kind. A whole lot of people bought the game because of that near-perfect score, and it's far too late to change an arbitrary number for a lot of those people. A changing review score is okay for an MMO-like game, but they botched that launch score as much as EA botched their launch servers.

I think you're writing your own personal narrative about them because you didn't agree with their initial score which was based on the reviewers opinion. If he really did like it that much then why should it be a lower score? He probably didn't know the launch would be so fucked, I doubt anyone did. All this was was a mistake, it wasn't dishonest reviewing. He wasn't lying to you, he was giving you his opinion of the game experience he had.

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reckless_x

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Edited By reckless_x

Best line in the article: "a game's launch should be indicative of a developer's best effort."

Absolutely summed up my own thoughts on the situation as well. Thank you again!

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Dalai

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To be honest, I'm not sure how Polygon can score the game a 9.5 in the first place even if the servers worked perfectly and everybody was able to play without issue. I still don't like the idea of changing review scores, but that's Polygon's business, not mine.

Unfortunately for me, whatever problems the game has on a fundamental level can theoretically be fixed with DLC, but I don't think I want to give EA more of my money for a game that's ultimately inferior to SimCity 4, a game that's been available for a decade. That's why I think Alex was spot-on with the 3-star review. Once the cloud (pun purely unintentional) settles, it's still not a great game.

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Haziqonfire

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Edited By Haziqonfire

Great article. I'm glad, at the very least, more people are talking about how to critique games and what should be done (if anything). I also agree with Jeff's statement on his blog (which I didn't see prior to this article) - there's different ways to find out about new patches, updates or DLC that change the game after the reviews are out. It's also great that the Giant Bomb guys started quick-looks; because they've definitely been more influential to me deciding whether or not to pick up the game than reviews have been.

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Senate4242

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I think the whole, "We didn't know it would be so popular" is kind of bullshit. Were they not aware of how many copies they shipped to retailers. Did they not have exact figures of how many people ordered directly through their Origin service. They didn't even let people preload the game. I think they knew exactly how bad this launch was going to be. And now I hear rumors of them booting people off their service when asking for a refund for an unfinished/unplayable product? Poor show EA.

Obviously making the game online only was the first mistake. And I think comparing that to Diablo 3 is wrong for a couple reasons. For one, Diablo 2 was played primarily on battle.net. Sure you might have dinked around offline for a bit, but to keep hacking and cheating to a minimum they had to keep player characters server side. I am surprised that anyone would have expected Diablo 3 to have an offline mode. Maybe its just me. And two, the problems were fixed in a day or two. I personally have played since launch and have yet to run into a single problem trying to play the game.

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RobotSquad

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Edited By RobotSquad

I love these articles.

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Bourbon_Warrior

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These articles should be Alex screaming into a camera with a Ski Mask on...

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eccentrix

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EA's line on all of this is that they didn't expect the volume of players they received, nor did they expect them to play for the long stretches they've apparently been playing (provided they're actually able to get into the game in the first place).

"What? People actually like this popular franchise?!" EA seems really out of it.

Apparently, this is the first article I've read on the new live site.

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Bourbon_Warrior

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Edited By Bourbon_Warrior

Xbox says with anytime they have a game launch they quadruple their estimated need for online servers, the PC companies could learn something from this.

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bennyboy

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Edited By bennyboy

@zeforgotten said:

Played it yesterday for 3 hours straight, and today I had a session with a friend for 6 hours and not had a single problem with it. So it seems like they are fixing things which is a good thing for SimCity (it's not a terrible game)

But everyone hates EA this month, so any chance they get to bitch and moan is a chance they're gonna take. Same thing happened with Diablo 3, people hated on Blizzard, stuff got fixed and now they're right back at sucking Blizzards dick all the way to the root. Same will happen with SimCity.

Predictable hivemind

Wonder what score the game is gonna have when it works as it should.

Or in a few years.

I know plenty of people who still actively hate on Diablo 3 for its launch woes, even after all the improvements they've made to the game.

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bybeach

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Edited By bybeach

The issue that should be getting discussed isn't whether or not reviewers should go back and change their review later. I think the main thing when discussing the reviewer side of this issue is if it's okay for people to put up reviews of games based on a situation that isn't indicative of the experience the end user will have.

That is a good positioning of what the first issue should be. I do not necessarily agree on the flexibility or fluidity of review score change in the long run, but I do see the sever fail and continued fail after release as the primary cause. Flexibility in scores may happen for other reasons, but not here. Without knowledge, I suspect the servers were judged adequate to a now discredited level of function to meet the traffic, and it must be somebodies job to anticipate that level, and yes, though it might initially cut into profit, surpass that line. Lots of ways to see it for long term.

That said, another black eye for EA, and Polygon embarrassed itself twice in my book, for it's initial elevated seeming score, and then continuing to call attention to it by adjusting. I am not though calling out Polygon, I'm just saying how it all appears. Their intent by their perception may be honest.

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TronCorleone

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Great article, Alex and great commentary, GB community.

I bought Sim City at launch, was excited to play the most recent update to a game I first played on a b&w Apple Macintosh about twenty-three years ago (yeah - I'm hella old).

While I was upset about the always-on-line requirement and the fact that I could not access a server for the first thirty-six hours I owned the game, I decided to give it a week before arriving at a conclusion.

I'm glad I did: the game is a wonderful simulation with great graphics and a lot of data behind the scenes.

However, I don't appreciate EA's non-apology apology (which doesn't use the word "apology" or "sorry") and, as user Draxyle ably pointed out, they've used their press-time to brag more about the game.

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johnthegoat

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Given the way EA have treated their most ardent fans of the series, I don't think I can in good conscience ever buy the game and feel good about it. EA have in my opinion, treated their fans like dirt and I need to make my small stand by voting with my wallet. Really interesting discussions coming out of it though. Great article Alex.

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Levio

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I have this amazing idea: what if people could somehow emulate a server on their PC, and thus allow people to connect and play with that individual when EA servers are down?

'm sure the tech is still 5 to 10 years away, but seriously, think of the possibilities.

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Pixeldemon

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Edited By Pixeldemon

My review solution would be to penalize every game that gets shoe-horned into an always-online model when the gameplay experience either doesn't require it or is diminished by it. So yeah, Diablo 3 and Simcity would take a major hit simply for the inconvenience is causes players, even if their servers worked perfectly from day one. Obviously MMOs and pure multiplayer games would be exempted from this, since online is core to their functionality.

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fisk0

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fisk0  Moderator

@var said:

@paulunga said:

What do you mean by "still"? All the SimCity stuff happened this week. It literally hasn't been an entire week yet since all the online trouble started. People saying this is as bad as Diablo 3 are out of their mind. That's not even possible, temporarily speaking. Come back to me in a week or two.

Did you play Diablo 3? Because the server issues with Diablo 3 were fixed for the majority of users within 48 hours after release. SimCity is on Day 6

They regularly had the servers "down for maintenance" for a few weeks after that. Their maintenance times always coincided with my free time off work, so I couldn't play it in around 2-3 weeks.

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Jayzilla

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I won't play a game that has single player features but must always be connected. They don't work. If game devs continue down this road, I guess that means I will have less games to choose from and I am totally fine with that.

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machinerebel

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If we stop paying attention to Polygon, maybe it'll go away...

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porkynapalm

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Just wanted to say, I'm loving these Sunday columns. Keep up the great work, Alex.

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Majkiboy

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Edited By Majkiboy

Vote with your dollars people

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bhlaab

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At a point, it feels like we're coddling these products.

THANK YOU

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BigD145

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i WANTED to grab sim city 2000 on gog but turns out it's a dosbox version and not the win 95 or whatever one. i have a copy but i cant seem to get it to run under win7.

fond memories tho :)

The dosbox version is the only one that works on 7.

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skunkdragon

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An excellent article Alex.

I havnt bought an EA game since they ruined FIFA 2006 and brought in ingame purchases, and to be honest I can safely say Im not missing much, they all seem to be fucked up in some way.

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Trilogy

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I really hate it when publishers/developers give us the "oh wow, we didn't know so many people would play our game! And so frequently as well! You guys must think its just swell!" It's just blatant damage control to minimize the bad publicity. Corporate spin just irks me the wrong way.

Anyway, interesting article as always, Alex.

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President_Barackbar

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@zeforgotten: I blame both. The server troubles are certainly the fault of Maxis, but I have no doubt in my mind that Maxis was forced to develop the game with always-online DRM by EA. You obviously don't respect opinions contrary to yours either, since you decided to put a negative spin on any complaints by lumping it all in as "bitching and whining." I think the way the whole situation was handled speaks volumes for the anti-consumer attitudes of EA, since they forced the hand of Maxis who now has to take all the heat for all the problems. It might be Maxis' game, but you better believe EA called all the shots. Furthermore, anyone who DEFENDS EA better have a pretty good reason to, other than "Oh everyone hates them because its cool." People have legitimate beefs with EA, and your attempts to trivialize their opinions points to one of the biggest problems facing legitimate discussion about anything on the internet.

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CptMorganCA

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Edited By CptMorganCA

If we stop paying attention to Polygon, maybe it'll go away...

Wait, what? Are you saying you don't like the site? If so, that's a really odd way to say it lol.

What about Polygon do you not like?

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CptMorganCA

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Edited By CptMorganCA

I don't think one should ever assume their way of reviewing games is the 'end all, be all' way of doing it. I really like seeing the different ways game sites do reviews, even if they don't make a lot of sense to me.

That being said, the idea of 'bumpable' reviews is one I can really get behind. I think it's also important to note that in the case of Polygon's SimCity review, once the game gets its shit together, it is totally possible for the score of the game to be raised again.

They don't plan on doing this for every game, but mainly when it feels right, and in service to their readers. The latest episode of The Besties Podcast explains it much better than I am.

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dfsvegas

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Edited By dfsvegas

This is why you don't buy games until they're out and reviewed. Once again, EA should have known better, but gamers should have too. If you are going to make a blind purchase, there's a chance you'll end up with a lemon.

This is consumerism 101. I guess the industry is still young in that respect as well.

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TiE23

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After 4 days of complete hopelessness I went back this morning...

Working now. My brother and I are working on a region... So... Water under the bridge?

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mnzy

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@machinerebel said:

If we stop paying attention to Polygon, maybe it'll go away...

Wait, what? Are you saying you don't like the site? If so, that's a really odd way to say it lol.

What about Polygon do you not like?

Terrible layout, worthless reviews and many Kotaku-like non-news, maybe? I like some of their longer pieces, though.

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I'm all for updating a review when patches or large updates come out, or putting a disclaimer on a review for a shitshow like this, but Polygon was too reflexive.

I think if they dropped it to a 4 when EA announced they'd be shutting off features, forgetting about the drop to 8.5 and instead putting a disclaimer or notice in the review that the launch is going poorly, I'd have less a problem with it.

This also showed how stupid 10 point with tenths scales are.

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geardraxon

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@momofire: http://www.eurogamer.net/articles/2012-05-30-diablo-3-struck-by-error-37-woe-again

Lost progress, Error 37 issues, etc... two weeks after launch.

I'm not trying to debate which game had a worse launch. I'm trying to point out that both games had bad launches, but EA tends to receive a disproportionate amount of hate, and that time has softened the view of the D3 launch. So when someone claims that there have been issues for longer than the game has been out, it should be called out.

If EA/Maxis get it together (and the amount of time I've been able to play the game over the last couple days seems to indicate that they're getting there), six months from now people will still be enjoying SimCity, and the launch issues will seem like a much smaller deal.

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vortextk

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I really love reading these Alex, thanks.

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darkcargio

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Edited By darkcargio

Good write Alex. I never knew about polygon policy until now. I always look to game reviews when deciding to buy a game and I do not mind when the review follow updates later on. It is hard for me to spend $60 or preorder since DAII and Mass effect III.

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Edited By saddlebrown

I agree with the part about how launch day needs to represent the best foot put forward. Patches have easily been my least favorite new feature this generation. In theory, it's awesome, but in practice, it just means that everybody releases a broken game and patches it on day one, then a couple more times through the next few weeks. You're not getting the developer's best foot until months after launch when they've finally fixed everything. We shouldn't adjust the score to give them leeway.

Just look at Assassin's Creed III. When that game launched, it was a broken piece of shit. It got a huge day one patch, another huge one by Thanksgiving, and several more since then. But by that time, I'd already beaten the game and been totally soured by how unforgivably buggy an experience I was having. If review scores were adjusted to raise the game's score higher every time they fixed more bugs, I would feel totally betrayed by the whole review process. They are no longer reviewing the game I played; they're apologizing for it.