• Voytrekk@lemmy.world
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    1 month ago

    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
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      1 month ago

      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.

      • Ghoelian@lemmy.dbzer0.com
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        1 month 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.

      • superkret
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        1 month ago

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

      • Jrockwar@feddit.uk
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        1 month ago

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

    • ampersandrew@lemmy.world
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      1 month ago

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

    • CosmoNova@lemmy.world
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      1 month 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.