There is a nearly zero percent chance that the game developers are also cloud experts. Having the same parent company means almost nothing, especially when you get to the size of places like Microsoft. The internal bureaucracy can actually make getting things accomplished properly worse. External contracts are usually pretty clear on what’s provided for the payment. Internal processes are often much more blurry, if not completely muddy.
There is a nearly zero percent chance that the game developers are also cloud experts
Well yeah, that’s why you would put some cloud experts on the project besides the game devs if you’re doing things like this. It’s not just game developers working on the game.
Doesn’t even have to be people feom the Azure team. Microsoft has plenty of resources to teach someone to be a cloud expert in other branches, they even offer certifications for outside people, surely they can manage a few of their own.
According to Asobo, this issue was caused by a cache that was overloaded and constantly restarting. This was used in part of the authentication process, I believe when they check what content you have. This explains why people had missing content if they were lucky enough to get in. This was my experience - got in after a very long load time and then couldn’t really do anything due to missing content.
This doesn’t seem like it’s a Microsoft cloud issue per se, it seems like Asobo had a single point of failure in the design that didn’t scale well. Today seems like the CDN limits are finally being reached, as it took a while to load up new areas. Getting into the game was no issue, though.
Hey you! You with your logic and reasoning and reading the issue notes from developers. You aren’t a real gamer, get out of here with that! We’re here to dogpile on a new game here!
If anything this reflects badly upon Microsoft’s cloud business. Dynamically spinning up enough servers shouldn’t be an issue nowadays.
It’s a consistent issue for Microsoft releases. You would think a company that sells cloud services would be capable of having a smooth launch.
There is a nearly zero percent chance that the game developers are also cloud experts. Having the same parent company means almost nothing, especially when you get to the size of places like Microsoft. The internal bureaucracy can actually make getting things accomplished properly worse. External contracts are usually pretty clear on what’s provided for the payment. Internal processes are often much more blurry, if not completely muddy.
That’s the problem then, they should have hired some cloud experts if they’re selling a cloud-first service as a “game”.
Well yeah, that’s why you would put some cloud experts on the project besides the game devs if you’re doing things like this. It’s not just game developers working on the game.
Doesn’t even have to be people feom the Azure team. Microsoft has plenty of resources to teach someone to be a cloud expert in other branches, they even offer certifications for outside people, surely they can manage a few of their own.
According to Asobo, this issue was caused by a cache that was overloaded and constantly restarting. This was used in part of the authentication process, I believe when they check what content you have. This explains why people had missing content if they were lucky enough to get in. This was my experience - got in after a very long load time and then couldn’t really do anything due to missing content.
This doesn’t seem like it’s a Microsoft cloud issue per se, it seems like Asobo had a single point of failure in the design that didn’t scale well. Today seems like the CDN limits are finally being reached, as it took a while to load up new areas. Getting into the game was no issue, though.
Hey you! You with your logic and reasoning and reading the issue notes from developers. You aren’t a real gamer, get out of here with that! We’re here to dogpile on a new game here!