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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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excast

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@dfsvegas: Fair, but I think reviewers also have a responsibility to give readers the full story and wait until games go live and are operating in real world situations. That is the biggest knock against Polygon.

It would be like if the GB guys played a polished demo of Aliens:Colonial Marines and based the score of the full product off of it. I imagine people would lose some faith if they saw a score of 4 and the actual game experience was actually deserving of a 1.

The biggest lesson everyone needs to learn? Don't rush.

Developers - Don't rush to launch if you aren't ready.

Reviewers - Don't rush out a review if you haven't seen the full product in action.

Gamers - Don't rush to buy a game on day 1 unless you are prepared to be burned.

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CaptainCoke

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Edited By CaptainCoke

Its late on Sunday 10th. Just bought the game thinking the worst would be over. Nope... Can't connect... Sadface...

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shodan2020

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Edited By shodan2020

man, what a mess this launch was. That's a shame, because SimCity looks pretty neat... but handcuff me to the internet to enjoy it? no thanks.

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w1n5t0n

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On Reddit , a guy with server knowledge, has been looking at what they've be doing to fix the problem. His opinion is they have a problem with the fundamental server design of the game, and its not simply a capacity issue. which explains why its been so long to fix.

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RedRavN

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Edited By RedRavN

I think reviews need to match the players experience based on the launch state of the game. I think it is an interesting idea to change the score later if the game improves. I makes sense for scores to be mutable over time considering their are a lot of games that are run more like a service and change a lot over their lifespan, especially on the PC platform. But I think that the high scores for simcity clearly do not represent the current state of the game and therefore the reviewer is not doing his/her job. The first day or before launch reviews are of huge importance to consumers and they have to reflect what the person is actually buying. In simcity's case its broken for the majority of people. Polygon's review should have been a 4 to start and then improve to a 9.5 (or whatever they think the core working game actually is) instead of the backwards way that they did it.

I would definitely be in favor of changing review scores here on GB particularly for online only games like MMOs. That seems like an all around better way for those games to be critically reviewed. A game like simcity is basically an MMO but you can play by yourself. Whether or not that aspect actually hurts the simulation nature of the game and the game play is a matter of opinion. I think that simcity is a worse city builder than previous games and that the online components made the game worse rather then better, even when it works perfect.

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Cincaid

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Edited By Cincaid

@thugg1280 said:

Remember

the Good

Ole

Days

?

when games came out and worked?

No? At least half of the games I got for my NES and SNES were either buggy or crashed at some point or another. And guess what? You couldn't patch those games, you were stuck with the product you had. Not to mention you had next to no source of information on the product, except the word from school yard or Nintendo Power.

Maybe you're speaking of some other mythical "good ole days", but I've been playing games since the early 80's (both on PC and consoles) and bugs and annoyances have been present ever since then, and only now can developers (most of the times) do something about it.

Yes, in a perfect world products are released and are 100% working, but I wish people would put down their rose tinted glasses every now and then.

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Maurdakar

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Edited By Maurdakar

"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?"

Bang on, and kudos for Jeff thinking about it a ton.

How much should the services of a game be reflected in a review, is a good discussion as is how much of the meta commentary (aka sales pitch and pre-launch buzz) figure into your expectations and final review. Sims City 4 and Tomb Raider highlight these two concerns of mine.

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Amducious

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Edited By Amducious

Fantastic article Alex and have a great vacation. :)

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King9999

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Edited By King9999

I find that reviews are increasingly more difficult to trust. Polygon's review policy doesn't help things, although I get the reasoning behind it. Polygon made a bad call by reviewing SimCity before it launched; nobody should be reviewing a non-retail version of an online game.

As Alex said, devs should be putting their best effort into their games. Online games should have redundant servers to handle any unexpected load. You don't go out and buy a smoke alarm after the fire's already burned down your house.

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Shaunage

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I'm so glad I never cared about SimCity. It seems like a source of endless frustration.

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allodude

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@w1n5t0n: Got a link? I'd be interested to read it.

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LegalBagel

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Edited By LegalBagel

My main problem with Polygon is them maintaining the typical Polygon attitude throughout the debacle. This isn't exactly how things are supposed to work or them only looking out for their readers. They released their review early, got the page views they knew they'd get, and got burned. Just admit you goofed by releasing the review without playing it after launch and say in the future you'll hold reviews if you aren't confident what you've looked at is representative of what people will be buying. Updating reviews makes sense in the long term based on big changes in the game, but makes no sense to have an update that says "oh, that game we reviewed isn't the same one you bought."

On the other hand, if this somehow is how the review system is supposed to work, then I guess that's helpful too, as it's now safe to ignore Polygon reviews. It also didn't help that their staff has been treating any criticism of always online single player games as stupid whining and blindly accepting EA's defenses of the game - but I suppose that disconnect between readers and writers/developers is pretty common across the industry.

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President_Barackbar

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@zeforgotten: Well, now you're just being nasty for the hell of it. I and many others in these comments have brought up many legitimate points.

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coakroach

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Polygon changing the review because of issues surrounding server stability shouldn't really be the thing people care about.

Every design flaw and bug other reviewers encountered was totally ignored, it was gushing praise that anyone who looked at the games quick look could tell was for the most part unearned. Either he was legitimately unable to see those flaws or had incentive to look the other way, and in either case the man failed in his role to provide correct consumer advice regardless of your stance on how objective or subjective a review should be.

And I must say considering how high and mighty Polygon has portrayed themselves in the past, this is providing me with a rush of schadenfreude.

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Edited By Hailinel

@hailinel said:

And what am I supposed to do the next time Polygon reviews an online game? Take it at face value, or wait for the score to inevitably yo-yo while the server kinks are worked out?

Or, you know, read the text?

I'm wondering how much of the hullabaloo regarding Polygon's adjustable scores is related to the importance that people seem to place on the number given. I've never heard such ire when "updates" are added to reviews and don't affect the score, even though they may color the review substantially.

Oh, a smartass.

Of course people should read the text. But when you go to the trouble of assigning a score, that score needs to reflect the review, not become some sort of bizarre barometer for how well the servers are or aren't working at any particular moment.

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Great read as always Alex and have a good week's vacation. It just seems like such a headache if you reviewed the game pre-release with a high score only to have to drop it with all these server issues and then raise it again once it clears up. I'm just hoping reviewers learnt a lesson from all this, the term 'always online' should be greeted with the response of 'post launch review'.

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l4wd0g

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Metacritic still has 9.5 down from SimCity from Polygon. My question is should the 4.0 go back up to a 9.5 as soon as the servers works?

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Edited By Lanechanger

The point that actually resonated with me the most is that we're all kind of spoiling game developers by accepting whatever they're launching out with. You could blame pre-orders for that but I also think people find it difficult to resist being a part of the zeitgeist that comes with a new game. Sometimes I feel like I'm the only person voting with their wallet as I've never bought a single DLC. I just feel like most people already knew that SimCIty was going to be a rough launch (except for the whole removing features thing, which I don't think anyone could have expected) but they pre-ordered it anyways.

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prestonhedges

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@cincaid said:

@thugg1280 said:

Remember

the Good

Ole

Days

?

when games came out and worked?

No? At least half of the games I got for my NES and SNES were either buggy or crashed at some point or another.

Bullshit.

Name one. Name a buggy NES game that isn't some weird bootleg or some unlicensed pile of garbage. Go ahead.

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warxsnake

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Having built a few successful cities now, the size of the lots is worse than I ever expected. They give you giant buildings with strict edit limits to fit in tiny cities, I understand the design is city specialization but this game should seriously be rebranded Sim Town because you will never build anything bigger.

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hassun

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This whole NYC thing might be working out better than I expected, Mr Navarro.

Over the years I have come to realise your solo work is better than the team-oriented stuff.

Great articles, keep it up.

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HerbieBug

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Edited By HerbieBug

Kudos on another top quality article, Alex. Enjoy your vacation! :)

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ChaosTony

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I've played about 13 hours of SimCity this week, and aside from the beginning when I was searching for "My server", I've had almost no problems. The occasional hiccup that resulted in some weird numbers, but they resolved quickly.

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rolento

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I've been bouncing back and forth between SimCity 4 and CitiesXL Platinum. The former I've owned on Steam for a long time, and have spent a reasonable amount of time playing in the past. The latter I just purchased on Friday, both to have something new and as a passive aggressive "fuck you" to EA and the new SimCity's simplistic and minute plots.

Suffice it to say, I'm covered on city builders. I'm actually really enjoying CitiesXL. It has some issues as well, but at least city size and availability of subways aren't among them.

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fisk0

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fisk0  Moderator

@cincaid said:

@thugg1280 said:

Remember

the Good

Ole

Days

?

when games came out and worked?

No? At least half of the games I got for my NES and SNES were either buggy or crashed at some point or another.

Bullshit.

Name one. Name a buggy NES game that isn't some weird bootleg or some unlicensed pile of garbage. Go ahead.

It was certainly not as common as today, at least not bugs that would be noticeable to the vast majority of the players, and as many games in the NES/SNES era were japanese, and released in the west up to a couple of years after the original Famicom releases, there was time to fix some of the worst bugs during the localization process for some. Here's a list of bugs in the Final Fantasy series to start: http://finalfantasy.wikia.com/wiki/List_of_Bugs_and_Glitches

Saying that half the NES/SNES games crashed or had major probably indicates an issue with his machines rather than the quality of the games, but it certainly happened that very buggy games hit the market.

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Nicked

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The stuff with Polygon ticked me off more than it probably should have. They talked about it a little on their podcast, but not in a particularly constructive way. I felt a little talked down to, as a guy who thought they mishandled the review.

I do think there's a feasible way to update reviews/review scores, but I don't think there's a difference between a 9.5 and an 8: You are still highly recommending the game. Also, the text of the updates only appear way down the page so you have to scroll through the text of a 9.5 review to get to them. Weird. I thought the drop from an 8 to a 4 was more meaningful and far better justified, though I still thought they should have eaten some crow about publishing the review early. Waiting for launch would have rendered these updates totally unnecessary.

I do hope that site can find its feet because it could be pretty cool and they've got a fun podcast. But this SimCity stuff has bummed me out on them.

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Redhorn

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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,

How about they apologize for forcing always-online DRM?

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TinyGrasshopper

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Edited By TinyGrasshopper

I disagree. I kinda would like multiple reviews for a product. To me it's reactionary to bump reviews within the space of days like that, but updating reviews at some arbitrary milestone at the reviewers discretion is not a bad idea. Games like everything else computer-y these days(SaaS, PaaS) is becoming a service, so there need to be constant checks on the value of a service if people are interested in it.

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Luck702

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Edited By Luck702

I don't think reviewers should review heavily online influenced games pre-launch. Wait until the product is out and modify the score if need be before posting.

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LegendaryChopChop

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Always online is the most bullshit, anti-consumer policy in the history of gaming. It serves absolutely no true benefit to have to dial-up to a server to play a game that has no real need for it. For MMOs? Sure, always online makes total sense. SimCity had no reason to not incorporate some sort of single-player aspect, considering it's not even totally a multiplayer game either.

All this policy will do is make games basically impossible to play 5 or so years down the line, which is inconceivable given you can pick up 30 year old games today and play them with next to no problems whatsoever. Jeff is someone I feel who is truly advocating this point, unfortunately I haven't seen more game journalists and historians (is that a career, even?) bring this up. It's important to have a catalog of easily-accessible media be preserved, and always online shit will endanger the validity of this industry for historical value.

I really hope companies realize with these abysmal launches in Diablo 3 and SimCity, that they rethink the idea of "always online" as a solution to piracy and do more reasonable efforts of that, such as, making things goddamn cheaper or include more incentives to purchase games.

The gaming industry is really losing me these days between all of this unnecessary DLC in the form of item packs, online only games, and generally anti-consumer bullshit. It's such a damn inconvenience to play a game these days when you boot into something, have to patch it, have to load it up again, then you need to find a server, then you have to wait — it's just going to completely turn afoul one day, and this SimCity launch proves it.

Aside from a few a year, I don't know how loyal I can pretend to be to these companies when all they are doing are finding new and less-efficient ways to make it more difficult to play something. A game launch ending in a disability for players to play your game a week later is an atrocity and there is no way around thinking that.

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rolento

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Its late on Sunday 10th. Just bought the game thinking the worst would be over. Nope... Can't connect... Sadface...

Congratulations, you are officially part of the problem.

"Oh, you've released a broken, DRM-ridden pile of anti-consumer garbage and are treating fans horribly? GREAT, here's my money!"

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tourgen

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Edited By tourgen

they failed to deliver the product they advertised. they should be handing out refunds not apologies. the game industry is bullshit

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w1n5t0n

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iamjohn

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Actual paying customers getting shafted because of pirates, if we have to hate anyone lets hate them!

Yes, please, let's blame people who are never going to pay for the game under any circumstance and will find a way to break the copy protection and server authentication no matter what you do (Assassin's Creed II says hi), not EA for their hideous overreaction to the problem that only punishes the customers.

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mrbubbles

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this damn game still doesn't start for me most of the time.

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geardraxon

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@hailinel: The Polygon reviews have text right next to each numerical update that detail what's changed, and why that has affected the score. They're at the bottom, so someone who skips to the end (which apparently a huge percentage do, according to their tracking) will see all the updates. These are all things that would have been filed as "news" in the past, now they're rolled into the review.

I guess I'm just lost as to how the reader having more information is a bad thing. Anyone who read the original review saw that it came with connectivity-related caveats. Update 1: "Uhm, we're hearing that stuff isn't going so well." Update 2: "OH CHRIST IT'S ALL ON FIRE"

And apologies for the smartass-ness, but I see a lot of comments that say things like "am I playing an 8 or a 9.5?", and historically the larger gaming community has really been into the scoring of games. No idea why, except to validate one's purchase (or dogpiling of a poorly-reviewed title).

I'm actually very interested to see where Polygon goes with this, and if they can keep it up in a meaningful way. It's got to be a headache for them.

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excast

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Edited By excast

@johnlongview: It's all well and good to keep the score updated to better inform us, but I only wish they had put that much effort into the initial review. It really just seemed like they cared more about being first out the door instead of doing their due diligence to make sure the product actually worked.

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Cook66

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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.

"Did you or did you not see the launch disaster coming?"

"Yes."

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captainfish

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Edited By captainfish

I feel like the initial Polygon review is extremely dishonest. No, not the part where they really enjoyed the experience that others have raised issues about. Reviewing is subjective. However, not reviewing the retail copy in a post launch environment is dishonest. Like Alex said, anyone who knows about games knew that this would launch with issues. It's impossible for it to not have a few. Since the game requires connectivity to play, you can't review the game in a vacuum (or controlled review environment) and present that as the actual score. That product is not a game a normal person could buy, and that experience is not the same that a normal person could have.

A more honest review would have stated they are waiting until at least a day after to release to give a final verdict, based on the playing experience a user might have. They also should have warned against pre-ordering in general. Is that pessimistic? Yes. Is it possibly hurting the developers for things not necessarily in their control? Yes. But the review is supposed to be for the consumer.

I understand that the way hits work, most people will look at reviews prior and near launch, so that's the best time to reach the most people. When it turns out your review is not material to the actual product in question, though, this hurts the most people.

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cooljammer00

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Can't wait for the Guns of Gerstmann. Anyway, I find myself torn by this whole situation. I do feel that giving SimCity a 9.5 prior to release did a disservice to customers, the same people who Polygon claims to want to help with its changing review scores. In a way, it's the same issue that @alex has with game developers: put the best version of your product out there on day one and do not just "fix it later with a patch". That's basically what the score revisions are. Their safety net of being able to fix their score later should not be something they rely on too much going forward.

Then again, Polygon's not the first review site to do that sort of thing. Hell, even Giant Bomb has had caveats in their reviews that could possibly have changed the scores. Skyrim won GOTY, but only for the more stable PC and Xbox versions. In my heart, that means that the PS3 GOTY for that year was Saints Row 3. Maybe if the PS3 version of Skyrim was more stable, it would have won for that too. Kane and Lynch 2: Dog Days had a crazy stuttering bug that I believe was present in one platform and not the other. The 360 version of the game for a 2, while the PS3 version got a 3. Space Marine was given a 4 on the 360 and PC, but a 3 on the PS3. If the issues were fixed, would these reviews need to be updated? I can't say they wouldn't need to be.

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Igottadeuce

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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

If it makes you feel better; I hate EA, Blizzard and Valve every month.

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DrDarkStryfe

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Edited By DrDarkStryfe

http://www.metacritic.com/game/pc/simcity/critic-reviews

This is the Metacritic page for SimCity. If you look, they still list Polygon as a 95, as their policy is that the first score will always be only score they take.

Polygon dropped the ball, as did every other publication and website that had a review out before Tuesday. The second that it is known that a game will require an always on internet connection, you cannot give a proper review of that product until you know about the server issues.

As for EA, they will learn from this. People want to waste no time in bashing EA for how they manage Origin without remembering just how terrible Steam was, especially when Half Life 2 launched. Maxis is doing what they have to from a PR standpoint, and it looks like EA proper is backing them up.

SimCity is just another example at how much the industry is changing, and how it can and will clash with the market.

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Cook66

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I think updating review scores is fine, but wouldn't it get problematic fairly quickly? How long are you going to follow these games? Will you change the score of an MMO to 0 once it's shut down? Will you halve the score of a sports game when it's online servers are shut down? Will you update the score every time there is a major outage or problem with the game?

While I would appriciate seeing an up to date status on a game such as the life of online servers, the stability, or if its still supported with pathces or updates I don't really think review scores is the way to go. I think this would be a great feature for GB. If we had a section on every game saying the current status of the product then that would serve this purpose well.

The thing I have a problem with however is reviews based on a product which doesn't exist. Reviews of games which isn't a representation of what the costumer can buy is down right misleading and should be illegal. It would be like reviewing a deluxe super special edition of a car and then using that as the basis of the cheapest and most basic model out there. Reviews should *never* be fixed in stone before a game is actually out and the reviewer has hands on the actual product they are reviewing.

It starts getting into weird territory though when games fundementally change down the line, such as the removal of the fast forward feature... Perhaps one could do a re-review down the line in some cases?

If polygon wants to keep an up to date score of the game as it is every single time, thats fine with me, but I'm not sure I'd call it a review, it would be more like a status tracker of some kind.

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BD_Mr_Bubbles

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BonzoPongo

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Great read, great column.

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deactivated-64b71541ba2cd

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I feel like GB dishes out enough not content that it's not necessary to go with dynamic review scores. I'm enjoying Alex's thoughts on this.

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Edited By jozzy

@igottadeuce said:
@zeforgotten said:

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

If it makes you feel better; I hate EA, Blizzard and Valve every month.

I think a lot of people still have the Diablo 3 debacle on their mind. Not just always online, but just a general meh feeling on the game in general. I personally have the feeling people are a lot more critical about Blizzard these days. Also, people are hating on EA way before SimCity, it was even the most hated company last year. So yeah, not sure (ok pretty sure I don't) I agree with your opinion here.

If the new Starcraft game is great and works flawless they will definitely win some goodwill back, but I think that's a good thing.

EDIT: responding to Zeforgotten

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YOUNGLINK

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Polygon is still up their own ARSES in general but I dont mind an "evolving score", if you pay enough attention to gaming its really whatever. Good article Alex.

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Why was this article even written? Is it to justify your score on SimCity or is it to discredit Polygon or both at once? Whichever of those reasons it was, it was completely unnecessary.

I loved every SimCity to date, and the QuickLook from here told me enough to say: "Yes, the new one is shit!", don't need to remove stars or point from it. Even if the servers worked flawlessly, to be stuck with a city area this small like it's in the game, just makes this SimVillage and not SimCity - that said after Spore everyone should know that Maxis has big ideas but delivers very little of them.

They became the Peter Molyneux of game studios, all I would have to say to Maxis is "Less Talk, More Rock!"

And I have to stress it again, even if the game would work flawlessly it's missing features a game with the same name had 10 years ago. Times are changing, but making everything dumb as fuck and require three buttons to press is not something that I call progress - yet very little reviews take notice of that.

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FMinus

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Edited By FMinus

@jozzy said:

@igottadeuce said:
@zeforgotten said:

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

If it makes you feel better; I hate EA, Blizzard and Valve every month.

I think a lot of people still have the Diablo 3 debacle on their mind. Not just always online, but just a general meh feeling on the game in general. I personally have the feeling people are a lot more critical about Blizzard these days. Also, people are hating on EA way before SimCity, it was even the most hated company last year. So yeah, not sure (ok pretty sure I don't) I agree with your opinion here.

If the new Starcraft game is great and works flawless they will definitely win some goodwill back, but I think that's a good thing.

EDIT: responding to Zeforgotten

Let's be clear on that, people should be exceptionally critical about Blizzard since they haven't produced anything original in about a decade now. World of Warcraft is essentially still the same game it was on release day, even with all the expansions - plays the same is the same game + DLC, StarCraft 2 is StarCraft with higher res textures and Diablo 3 is a dumbed down Diablo 2 and way inferior to other products in the genre on the market (Path of Exile, Torchlight and similar).

They can be happy to have a cash cow called World of Warcraft, and a huge success with their first StarCraft or they would have to triple their efforts to satisfy customers and shareholders.

And don't get me wrong I play both WoW and StarCraft 2, but when I look at the progress other new MMOs have or how Relic re-invents RTS every single time, I don't really feel Blizzard accomplished much in the past decade. That said, they're not bad games, in fact they are great, but when they sit on a game like StarCraft 2 for around 10 years you would expect to get something mind blowing, but what you get is a well polished fun game, and I expect the same happening with their "Titan" project, a new MMO that is in development for many many years and in the end it will be WoW 2.0 fun, addictive but another developers would have made miracles in the same years it took Blizzard to bring a polished WoW to the market.

EDIT: Also people have to take into account why Blizzards games are so polished - because they are under no pressure and financially covered all the way and they can take their sweet time with every game they make, prototype and crunch and throw away everything and start from scratch.

I bet that Warhammer 40k MMO from Vigil games would be amazing on Blizzards budget and time table, so would a lot of games, but the harsh reality is, that games nowdays need to be stamped like in factory, you got 2 max 3 years to make something, and for big games like MMOs that's just not enough.

The only truly different and original game they had in the making was StarCraft Ghost and they put it on hold. Now we're in the loop again where we will be served Expansion packs to Diablo 3, StarCraft 2 and more for World of Warcraft and maybe in 10 years a StarCraft 3, Warcraft 4.

Let's just hope that infamous MMO project "Titan" is not a World of StarCraft, but something fresh and amazing with no "craft" at the end of the name.