this post was submitted on 20 Nov 2024
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[–] Voytrekk@lemmy.world 70 points 2 days ago (3 children)

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.

[–] halcyoncmdr@lemmy.world 26 points 2 days ago (3 children)

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.

[–] Jrockwar@feddit.uk 2 points 16 hours ago

That's the problem then, they should have hired some cloud experts if they're selling a cloud-first service as a "game".

[–] superkret@feddit.org 3 points 1 day ago

When your game is a streaming service, you better put some cloud experts on the dev team.

[–] Ghoelian@lemmy.dbzer0.com 24 points 1 day ago

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.

[–] CosmoNova@lemmy.world 8 points 1 day ago

Reminds me of Amazon Games' disastrous MMO launches in Europe because they refused to add more server capacity for European players until they left in droves. For comparison the US servers had more than three times as much capacity at launch.

[–] ampersandrew@lemmy.world 20 points 2 days ago

One might argue this kind of thing is inevitable when your solution to everything is "the cloud".