this post was submitted on 20 Nov 2024
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[–] [email protected] 79 points 16 hours ago (16 children)

If anything this reflects badly upon Microsoft's cloud business. Dynamically spinning up enough servers shouldn't be an issue nowadays.

[–] Voytrekk 59 points 16 hours 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.

[–] CosmoNova 3 points 6 hours 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.

[–] halcyoncmdr 20 points 15 hours ago (1 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.

[–] [email protected] 18 points 13 hours 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.

[–] ampersandrew 17 points 16 hours ago

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

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