"Connecting to other players takes an inordinately long time, if it happens at all. The problem was that reviewers were trying to play the game, and they weren't liking what they saw as a major problem with online play. It didn’t occur to me that we’d have near MMO user connections to throw in." "At the time, my worry was about things like disconnects and CVP. "Before shipped, I wrote a scary email to our team saying how disastrous things would be and predicted doom for us and if there were problems with multiplayer," Wardell wrote. When multiplayer goes, it takes the scores with it The team is working around the clock to fix the issues-Wardell points to having developers in Europe and the US as a good thing, and claimed he was just ending a 56-hour day-but the damage may have already been done. "Even getting the game running was a pain today because a simple HTTP call to see what the latest version would get hung leaving people looking at a black screen. So during the day today, people couldn’t even log on, and in some cases, the Demigod forums, which use one of the affected databases for some piddly thing were even down," he wrote. "Our stress tests had counted on having maybe 50,000 people playing at once at peak and that wouldn’t be reached for a few weeks by which time we would have slowly seen things becoming problematic. The number of those connections that were legitimate? It's estimated to be around 18,000.Īs the comments have pointed out, getting an early copy of the game was not tricky, as GameStop simply broke the street date. The system melted down, causing many customers to have issues connecting to online games. Stardock had 120,000 connections to deal with, a number well outside its projections for online play. The system works less well if there are tens of thousands of people online at once," Wardell wrote on his blog, describing the launch of the game.
"The system works pretty well if you have a few thousand people online at once.
The problem, as he found out with the launch of Demigod, is that you can't always ignore the pirates they can hurt you in very real ways. This easygoing, anti-DRM attitude also brings the added benefits of good press, good will, and all around good vibes. The pirates will do what they do, and the fans who were going to buy the games anyway will appreciate the lack of invasive programs.
#Demigod game Pc
Stardock CEO Brad Wardell became a star in the world of PC gaming when he took a strong anti-DRM stance and decided the best course of action was simply to ignore the piracy.