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Game By: Tukkun. The servers couldn't even come close to handling them. Players were forced to join queues of thousands of people waiting to get in, and once online were often dumped out and forced to the rear of another lengthy queue.
Even doubling the amount of servers didn't do much to help, and the situation grew so dire Blizzard had to stop shipping boxed copies to stores for fear of more people buying them and further swamping the servers. Overwhelming popularity is clearly, as they say, one of those "good problems," and since its launch WoW has gone on to gross over two hundred dollars.
Plus 10 billion more. They're still not immune to launch day woes, however: the Warlords of Draenor expansion, released in , treated players to long access queues and server timeouts. Before Steam became the games marketplace juggernaut it is today, it was simply a way for Valve to feed frequent game updates to its users.
That was until they decided to make it a mandatory service for the release of one of the most anticipated titles in PC gaming history: 's Half-Life 2. Valve's servers simply couldn't handle the crowds of people trying to play a game which had already faced years of painful delays.
It was especially frustrating for those who had a retail copy and couldn't play it, in some cases until days later, because even a physical copy required online authentication with Steam, and Steam was melting into a puddle. Even once they could play, many gamers experienced a nasty performance bug that intermittently lowered their frame rates and caused obnoxious audio stuttering, which took months of investigation for Valve to rectify. Rise and shine, Mr.
Rise and sh-sh-sh-sh-shine. Error Anyone who tried playing Diablo 3 on launch day in saw Error 37 so often it's probably still burned into their monitors. After waiting more than a decade for its release, Diablo fans simply couldn't play the game when it launched. What did they get instead?
It was yet another game with a single-player mode that still required a constant internet connection, and yet another game launch where the servers were largely unreachable for days at a time. Even after later removing the contentious auction houses, which let players simply buy loot instead of killing monsters for it, the game still stubbornly refuses to let you play offline.
A cops versus crooks MMO sounded like a blast, but in June of , when players jumped into what they hoped would be a massively multiplayer version of Grand Theft Auto, they were roundly disappointed. APB's driving and shooting mechanics felt years out of date, there was no actual turf to fight over, and the city itself was dull as dishwater.
Developer Realtime Worlds signaled they were aware of the problems by not-so-subtly setting a review embargo that wouldn't lift until a full week after the game's release. APB's servers went dark three just months after its launch, though it was resurrected in and is now free to play.
Fourteen games deep into a series, you'd expect launch day to be old hat. Not so for Square Enix. After a shortened beta, concerns that Final Fantasy 14 wasn't ready for release were apparently ignored and players were plagued by dozens of daily crashes at launch.
When play was possible it was hindered by a hideous interface, terrible frame rates, and frequent lag. Patches were issued, but they weren't enough to salvage a game plagued with poor design choices. Eventually, the plug was pulled and the game was relaunched the following year with a new engine, a new server system, and other improvements. The launch issues for DICE's multiplayer shooter Battlefield 4 were many and varied , from disconnection errors, random crashes and freezes, severe rubber-banding, and troublesome netcode malfunctions that caused bullets to appear to hit one spot but actually land somewhere else.
There was even one sniper rifle silencer that, ironically, muted the sound on the entire server. As weeks passed and patches were released, still more bugs appeared, including one where projectiles would bounce off downed-but-not-dead players, sometimes striking the person who had fired the missile. These issues continued long into the game's release, and DICE finally had to resort to deploying new, more powerful servers to tame the latency problems plaguing player matches, and even offered a week-long double XP event in an attempt to atone for their sins.
Developers no doubt have a lot on their minds on launch day, and that's never been more evident than when Dead Island was released.
Specifically, Techland released the wrong version of Dead Island.
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