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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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Wacomole

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Edited By Wacomole

Does this mean we're going to have to have Bloomberg-type "stock-tickers" scrolling along the bottom of websites like Polygon showing the changes in reviews "SimCity down 4.5, Tomb Raider up 1, Big Rigs up 1.2," etc?

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Lazyaza

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So basically always online drm = game is fucked. Studios are still trying to use this stuff why? oooh right complete and utter stupdity. I would be willing to bet my money that the city size limits and lack of teraforming were also design alterations from the original plan when EA probably forced Maxis to include the drm.

Fucking ea.

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Dan_CiTi

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Meh, don't support games like this, especially when they're just another city building game, while very well made in some ways, nothing special. Just play the SNES game or whatever.

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kerikxi

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Edited By kerikxi

Great article Alex, you make some excellent points. I definitely agree that we're coddling developers when it comes to shipping incomplete/buggy games. It's just the accepted norm that a popular online game is going to launch broken, and that's utter bullshit.

While I sympathize with the hurdles these companies face in coping with massive demand, that doesn't mean they get a free pass. If your product launches broken, you done fucked up, and you deserve the beating that you get.

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hamjam

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Edited By hamjam

It's a shame these two great titles Diablo 3 and SimCity took the early hits of trying DRM. I hope future DRM titles will be well prepared.

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EXTomar

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Edited By EXTomar

The story going around Blizzard is that they took the load-performance data they got from the Diablo 3 beta periods and doubled it and still fell short. Internal edicts is to take current metrics are to quadruple the pre-release load if not higher.

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skelington_

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Edited By skelington_

I hadn't heard of Polygon before now - I really like their philosophy on reviews scores; that they are ever-changing and dynamic. I believe that, with the manner is which a game can change over time - due to DLC, online connectivity issues such as those SimCity has brought to the fore, revelations of game-breaking bugs post-launch, patches etc. - in the modern day, plus the standard time-altered perception that a person can have of a given experience, flexibility is absolutely necessary, when called for. I don't think it's a blight on a reviewer whatsoever - it demonstrates awareness and continued relevance.

Jeff: This is just one guy's opinion about the evolution of video games critique, but I would recommend that you have a good, long think about score flexibility. Even more than you already have done!

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Mumrik

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-should we be reviewing them before they launch?

If they're subject to complicated online DRM like this, or heavily focused on multiplayer on a scale it isn't possible to achieve before launch, then hell no. You're reviewing a different product.

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fatalflame

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Great read Alex, as always. Also excited next week to check out Jeff's column!

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OriginalRune

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Edited By OriginalRune

As games evolve into services it makes sense to update the review score over time. Considering the tv show format where different seasons can have different qualities so can games these days. If you consider EA's yearly releases of Madden, NHL, FIFA, NASCAR etc as a running service (with only one update per year) reviewers are already there.

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Tom_Shaw

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Edited By Tom_Shaw

"Nothing is static.

Everything is evolving.

Everything is falling apart."

Strangely appropriate!

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LucidDreams117

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As always, another great article Alex. Enjoy reading your writing every time. I agree with a lot of your points. One in particular is about how we shouldn't coddle games. When a game comes out, it should be everything that the developer wants it to be. We shouldn't excuse games because we live in a era of patches and dlc. When I anticipate a game, buy it day one or even the first week, I should play the game without needing to worry if this is complete or all that it could be. Or in this case, having to worry about if it even works at all because a company decided to go online always, and even after Error 37, weren't prepared. This whole week, no matter who or how this was defended, all I thought was: an inexcusable mess.

PS. Looking forward to Jeff's article next week :)

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Y2Ken

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I'm okay with this score-changing thing if it goes back once the issues are ironed out. Does the game go back to a 9.5 at Polygon if the server issues are fixed and it works fine?

Ultimately that's why I'd rather see a positive review - server issues are a pain, but if they're fixed then the game is as good as the reviewers who didn't account for them said. Whereas reviews that knocked it way down for that have now become obsolete, which is a shame.

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Stepside

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Edited By Stepside

Beautifully written Alex.

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richardnixon

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Guys, I miss Alex.

We never see his face. He could totally drink out of a jar and talk at a camera. I'd be cool with that.

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xymox

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@rustysanderke said:

Played a ton of SimCity 4 this week. It will probably outlive the new SimCity.

Me too. I booted up 4 and thought "Hmm...yeah, this'll do."

Same here, until it crashed mid city creation and reminded me that it was a game made in a time where auto saves weren't a thing, making me uninstall it.

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AV_Gamer

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Edited By AV_Gamer  Online

Simply put: I don't agree with holding back on reviews to help the developers and publishers. If they release a broken produce, then reviews should be honest with people who'll likely purchase the game at full price. I remember when Rage came out, and because of people's love for ID Software, many reviews completely overlooked the horrible incapability issues with ATI Cards, forcing many whom owned the video cards to find out the hard way. As a result, many people were upset they couldn't play and enjoy the game like those with Nvidia video cards. I believe it's dishonest journalism not to be honest about the game's release issues, or hold back until the issues are fixed, if they already released the game to the public. If the game isn't ready, developers shouldn't release it, plain and simple.

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SleepyDoughnut

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This is like what Sessler used to do with Sessler's Soap Box, except in written form and better.

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thugg1280

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@cincaid: you dont know what you are talking about and have to say i think you are full of it.

but I wish people would put down their rose tinted glasses every now and then.

rose tinted glasses are what you have on to try and act like this kind of stuff is just fine and nothing like this happen in the 80's sorryto brake it to you online DRM is kind of a new thing.

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ScrewyMaverick

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@y2ken said:

I'm okay with this score-changing thing if it goes back once the issues are ironed out. Does the game go back to a 9.5 at Polygon if the server issues are fixed and it works fine?

Ultimately that's why I'd rather see a positive review - server issues are a pain, but if they're fixed then the game is as good as the reviewers who didn't account for them said. Whereas reviews that knocked it way down for that have now become obsolete, which is a shame.

This. If they're going to keep up this review fluidity, then, assuming that the servers are perfectly fine (which, for me they very much seem to be. I played for about 7 hours on Saturday, logging in and out every hour or so to test server stability), the game review should go back to what it originally stood at.

Servers being down and being unable to play the game are shitty and terrible and an enormously amateurish oversight on EA/Maxis' parts, but that doesn't make the game a shitty game all of a sudden. Diablo was fun as hell, whether or not I could play it for a couple days. Same with Sim City.

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aceofspudz

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Maybe Polygon is making a meta-commentary on the usefulness of scores. In the future the score will be randomly generated every time a user reloads the page, but that technology is still in beta.

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Corvak

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Edited By Corvak

If pre release impressions are necessary, i'd rather they be unscored commentary. In giant bomb terms, a quick look.

Polygon continues to rub me the wrong way, trying to come off as somehow superior to the rest, simply by changing their score. A changing score feels dishonest and honestly, no better than EA's desperate attempts to placate irate mayors.

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orange_pork

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I like this column a whole lot.

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Nardak

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Edited By Nardak

Okay this is a cliche image but I cant resist the temptation:

No Caption Provided

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wardcleaver

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@hailinel said:

Polygon's adjustable scoring policy isn't a solution. For the common interpretation of a ten-point decimal scale, going from 9.5 to 8 is next to meaningless. Dropping from an 8 to a 4 is going from "This game is great" to "This game is garbage" and stinks of damage control on Polygon's part.

Maxis and EA screwed up on this one and they deserve the criticism that they get, but Polygon has done nothing but confuse the situation while making themselves look incompetent. They've effectively rendered their SimCity review score meaningless; when the server issues are finally resolved (whenever that is), does that mean that they'll bump the 4 back up to 9.5? 8? 7? Is there any reason to even give a shit about the review at that point? They've already rendered it a punchline. 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?

Well stated. This is exactly what I was thinking.

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cikame

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If ever there is a need for modifying a Giant Bomb score, you could add blue stars for more and red for less, then state the reasons underneath at the top so people can get that up to date information at the head of the article.

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BRNK

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I think a lot of you duders are splitting hairs here. Posting updates to a review, advertising those updates via all social channels, writing new content to explain what's going on and how it's effecting the game, and leaving the previous review/score/updates above are all tantamount to writing a new article on the server woes. I'm sure none of you would be pissed at Polygon writing a separate article. Yet for some reason, the fact that it sits below the original review and has a number associated with it makes it a joke? Y'all need to settle down, and get a little perspective.

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bkbroiler

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Wait, Jeff is writing this article this week? Does he even know how to write?

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blacknight100

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I have played it for over 30 hours now since Wednesday. The only problems I have had are today, but that is only because they are doing a server update at the moment. Sucks that some people have had issues, but I imagine that this whole debacle is due to a very vocal minority (Not excusing the issues at all, just saying that it probably was not as widespead as it seemed)

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misterfaulkner

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Normally, I find Alex to be really negative (I think I just don't get him sometimes), but this article was very thoughtful and well written.

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Snigs

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Edited By Snigs

My main issue with the Polygon "update" reviews is the current lack of consistency. To quote their Diablo III review (final emphasis added):

SERVER ISSUES

It's no secret that Diablo 3's launch night went rougher than anyone would have liked, this reviewer and Blizzard included. Things are bad when there's a Twitter account named after your most common error message.

For the first week of Diablo 3's release, it eloquently demonstrated all of the pitfalls of the "always online" requirements that so angered consumers since its announcement. I had repeated issues signing into my account throughout the week - I have three identically named characters in my account because of server-side character storage and creation issues. I was greeted several times by a general chat message informing me that Blizzard was taking down Diablo 3 servers for general maintenance while I was playing the game.

Ordinarily, my position as Reviews Editor at Polygon is that we review a game as it exists on release day, because our responsibility is to our audience. While we do all we can to maintain due diligence with regards to giving a game every opportunity to deliver, we choose your wallet and your time before the benefit of the doubt.

But Diablo 3 is different. It's different because Blizzard has a track record spanning almost two decades of games that have become institutions, and they've also run the most popular MMO around for almost eight years. Put simply, Blizzard, more than any developer around, has earned that benefit of the doubt. I believe that the server issues will be resolved. With that in mind, it does both our audience and Diablo 3 a disservice to dwell on that aspect in this review.

The fact that Polygon never touched that score during any of the Diablo 3 issues which is a stark contrast to cutting the score by more than half of its initial total. Compared to their Sim City updates this points to a complete lack of confidence in EA and, like Alex said, ass covering for a situation they didn't anticipate before first putting up their review. I believe Sim City's issues will also be resolved because EA isn't completely stupid, and I have no doubt that when the issues are resolved Mr. Pitts will bump the game's score back up, but by that time no one will be paying attention to the review--I for one won't care anymore. Pitts thinks that the game, in it's purest form, is a 9.5, and while the server issues really really suck I'd just add an asterisk to the score--or something along those lines--that says wait for an all clear. Bombing the score to a 4 says absolutely nothing about that initial 9.5 except for the fact that this is, indeed, a video game. Lack of consistency. What I am to understand from Pitts? Is this a game that is unsalvageable because of the temporary problems cause by the server issue and will forever to be marred by them? Is there still a game worth playing underneath that eternal server queue once all features are turned back on?

I guess I just won't trust their scores that much anymore. Who cares is Starcraft 2: HotS is a 10, lets bump it to 6 because PETA just gave me a "save the zerg pamphlet" that I can't stop thinking about every time I play, but look, that one 13 yr old insulted my mother, 5.5!

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Seppli

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Edited By Seppli

While I agree with Alex for the most parts, that static review scores are in order, some games are exceptional when it comes to longevity and post release content support - these games retain a sizeable and active community for years, some few even for decades.

While it's hardly reasonable to revisit those games with every patch, I believe they deserve to be reassessed at some point. For example Battlefield 3, which will release its final piece of post release DLC tomorrow, that's definitely a game that should be revisited and reassessed as a whole, at this point - circumstances permitting.

As far as I'm concerned, DICE's post-launch team and Battlefield 3 as a whole, deserve a huge round of applause - for an outstandingly well done job. Such a great a post-launch support experience - content and patch-wise - I've never witnessed in anything else but top tier subscription MMOs. EA/DICE have done us right - after all.

I guess that's true for all popular online games with lengthy post release DLC schedules, as well as the few superpopular F2P games like LoL and TF2 with their perpetual content support, all of which aren't really Giant Bomb's bread & butter - and likely extended coverage is outside the realm of reason and feasibilty for its staff-size.

Nonetheless - would it be asking too much, to get more DLC content covered with Quicklooks or TNTs? There's been tons of quality DLC content for huge games, that haven't gotten any coverage whatsoever, and more often than not, I'll care more about DLC for games I love, than most new releases.

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deactivated-5b65b74e68e3e

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Always online or not...

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YoungBuck

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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.

Preach!

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buzz_clik

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@alex: Nice Fight Club reference, with an even better article to follow. This whole thing has been mad interesting to watch, with what I'd consider landmark activity (for better or worse) from all corners of the industry. I bet years from now, this launch will be called out as "remember when..." fodder in podcasts and articles, both for the disasters and reactions that have ensued.

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rpratts

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Thank You

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kinnonyee

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You know, it's interesting. I talked with Arthur Gies (Reviews editor) for a bit about it on twitter. I like Arthur a lot and I think he does a really good job in his reviews. However, in this case, I asked him if he felt that Polygon would have been better served to have started with a lower review score and ended with a higher one. Suffice to say, he didn't feel it was necessary and that Polygon had stated their review process thoroughly in their cubric. I didn't really agree with that since I felt that Polygon had accidentally left out important information (the server state and how that affects the game) by publishing a review so early.

I don't mind that Polygon is approaching reviews differently. Really, that's just Polygon's style and I think it can give people something different, which I applaud. What I think though, is that since Polygon does have the ability to change a score, they should really be accounting for launch issues, since scores can be revised later. Russ Pitt's initial review is almost a preview to me since he basically talks about what ideally Sim City could be, if it works properly.

Suffice to say, Arthur and I disagreed, but I think in this case, and in the future, Polygon is courting a lot of controversy if they continue to go down this review path. It's not like there are going to be fewer games that are "always online", and I doubt this is the last time we'll see a game with server issues.

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Kohe321

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A great read as always!

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Brackynews

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Edited By Brackynews

@dudeglove said:

Why is it that Alex can be so obnoxious in person, yet eloquent in his writing?

Your answer is just a bathroom mirror away, dude.

Hahaaaaa sick burn. Betcha thought I'd forgotten your Minecraft-egging ways, Herr Handschuh?

And speaking of server issues, Minecraft. That's a thing. A relatively small team, coping with a relatively exponential usage curve. Alpha/Beta it all you want, but people paid money, and they essentially had multiple release days. In my experience Mojang kept the lights on far more often than not, and we had the fallback of a purely offline single player. (And for the uninitiated, yes bad things happened when Mojang servers were down.)

If you are designing a game for multiplayer that's fine. If you need regular DRM pings to keep the business suits off your back, that's your soul and your career choice. But if your "social-enabled" game explicitly requires cloud-server computing for the game to function... I think that needs to have a cigarette-warning sized notice on the box. This game on this platter-cloud is not in fact a complete product.

What's going to happen when I want to OnLive a game like SimCity? How many layers of connection issues can we peel back to even determine the fault? I'm convinced it's a conspiracy to keep BCompSc grads employed. There's no way to solve these problems from a business standpoint, you just have to keep throwing manpower at it until some metric says to take the servers offline.

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cicatrix1

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Edited By cicatrix1

@snigs said:

My main issue with the Polygon "update" reviews is the current lack of consistency. To quote their Diablo III review (final emphasis added):

The fact that Polygon never touched that score during any of the Diablo 3 issues which is a stark contrast to cutting the score by more than half of its initial total. Compared to their Sim City updates this points to a complete lack of confidence in EA and, like Alex said, ass covering for a situation they didn't anticipate before first putting up their review.

The updateable review scores were not yet implemented in the Polygon system during the release of Diablo 3.

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AGold

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Edited By AGold

I've had very few issues playing SimCity. In fact, I've been having a blast. Maybe it's me, or maybe it's because I have a life and that having anticipated launch issues, I really was not that upset when things were so bad the first couple of days.

This is the SimCity game I've always wanted. I love playing with friends, working together to accomplish goals. Playing alone can be just as much fun, although juggling 4+ cities can get a bit daunting. Even if you don't like it as much as another version, you have to admire the ingenuity and design work here. And even with some of the server side systems gimped for the time being, these systems all work so well together it really is quite amazing.

Any game that is MMO is going to have launch issues. I thought most of us have come to accept this lol. People who get this upset by this should probably just wait a few weeks to purchase games such as these, because it's going to happen to them all until enough people know how to prevent these things.

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smfE

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glad i didn't buy on launch day. so i got it today and it's running fine in europe

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BawlZINmotion

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The always-on part of SimCity pretty much killed any form of purchase from me. In addition, I think EA is fast becoming a virtual arcade.

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The answer for how to review has to come down to each site preference, but has to reflect the actual game.

CHOICES:
A) Do they score - as is - without taking into account it might get better...which means they wait two days after release before giving a score. [Loss of page views at critical launch period]

B) DO they score the game as closely as possible anticipating problems as well as what will likely get better releasing a score on launch or before. [Loss of "live product" experience thus their score is about a theoretical game not the actual game buyers have or experience Thus a score would likely never account for Maxis removing 'Cheetah mode' and thus CHANGING the game drastically this week.]

C) Score the game as it is presented by the publisher for review, but reserve right to re-score the game on the fly within the launch window if they score does not reflect the actual product. {Score come out on time, but game is dinged if the game doesn't work as advertised.]

That third choice Alex seem to see as TOO accommodating to publishers, but I see it as the opposite...its an accountability check. If you fudge/lie/fix the experience in a way the changes the critics and public's experience you get your score discounted. How much the score lowers is up to the website.

If Tomb Raider which was reviewed earlier than launch by most sites, arrived in players hands BROKEN should it really keep all those 10/10 or 90% scores, really? Since when are reviews things written in stone by Jehovah? Any website that says, "Yeah, well the game worked for us a week ago...you folks at home need to accept this score as-is." should simply stop getting readers/page views.

Bottom line: Any site not adjusting their SimCity score if their review occurred on launch should be seen as doing a disservices to their readership. Broken is broken, something broken like SimCity or TES Skyrim (for PS3) should have its score eliminated or changed.