Comments 481

Re: RiME Producer Explains Why The Switch Port Is Coming So Much Later

NinNin

@electrolite77 It's okay if you don't like a company, but criticizing it simply because it doesn't provide some inessential features is asinine. If you want some features, you can say it, but if you don't really want them, using them as an instrument to criticize a company you don't like is pointless.

Re: Project AM2R Creator Earns Job Working on Ori and the Will of the Wisps

NinNin

@AlexSora89 Just because someone made a fan game doesn't mean that a company should hire him because of that fact alone. It's most likely that the AM2R developer applied for many jobs, then Moon Studios gave him the best offer, and he accepted it. The fact that he made AM2R may or may not be the decisive factor.

By the way, is Ori and the Will of the Wisps a Metroidvania game?

Re: Project AM2R Creator Earns Job Working on Ori and the Will of the Wisps

NinNin

@AlexSora89 Companies don't need such an incentive. Most companies want to make their products better. I don't think any company wants to make their products worse and worse. Whether they can do that is another matter, though. Improving a product isn't easy. As for the AM2R project, Nintendo didn't shut it off. As I said, they allowed it to release. What they did was stop the free distribution of the work containing their copyright content. People can still distribute it the same way they illegally distribute other software products. If Nintendo had wanted to shut it off, they could have done that before it was released.

Re: Project AM2R Creator Earns Job Working on Ori and the Will of the Wisps

NinNin

@AlexSora89 Nintendo knew the existence of the AM2R project. They have Internet connections. They let the project release anyway.

Anyway, if Nintendo did nothing after it's released, it will encourage more people to develop and distribute more fan games. If people like fan games more than the official games, it can affect the sales. If there are a lot of bad fan games distributed, it can tarnish the reputations of the products.

Re: Capcom Reveals Ultra Street Fighter II Sales Figures, Is Still "Evaluating" Switch Support

NinNin

@Yorumi Not sure what you're trying to say. It's not about it costs the consumers or not. That's another matter. I explained that matchmaking or any transactions can put a lot of workload on a server if there are a lot of concurrent transactions. I was talking about the technical aspect. As I said, it's not only about matchmaking. Retrieving and updating statistics can slow down a server when a lot of users request it at the same time. I've seen a server become unresponsive because of a single unoptimized SQL query. Of course, the developer who wrote that query tested it before the web application was deployed to the production server, but he didn't find any issues because he didn't perform a load test. Supporting a lot of concurrent transactions isn't easy as you may think. That's all I want to tell you.

Re: Capcom Reveals Ultra Street Fighter II Sales Figures, Is Still "Evaluating" Switch Support

NinNin

@Yorumi You should stop assuming that you're the only one in the world who understands things and others who have different opinions than yours don't understand how things work.

Most transactions are short-lived. I wasn't talking about continuous connections. If there are a lot of concurrent transactions requesting matchmaking (or anything), it can put a lot of workload on the server. You can try using a load test tool to test your servers.

Re: Capcom Reveals Ultra Street Fighter II Sales Figures, Is Still "Evaluating" Switch Support

NinNin

@Yorumi The number of concurrent transactions depends on the total number of users. If your system has only 10,000 users, it's likely that there aren't many concurrent transactions. If your system has more than 1 million users, that's another matter. A high number of concurrent transactions can put a lot of workload on a server. It can also consume a lot of memory.

By the way, a system with a relatively low number of users can have a high number of concurrent transactions, but usually it's not the case.

Re: Capcom Reveals Ultra Street Fighter II Sales Figures, Is Still "Evaluating" Switch Support

NinNin

@Yorumi "The thing is I've built matchmaking servers. It's kind of incredible how little processing power is needed for match making."

How many users in the systems? Is it more than 5 million? How many concurrent users? Have you performed load testing/stress testing? Also, it's not only about matchmaking, data like statistics needs to be retrieved and updated. That can put a lot of workload on the server if there are a lot of concurrent users.

I have a lot of experience in designing and directing the development of server applications. I can say that it is neither easy nor cheap to support a lot of transactions and concurrent users. Strange problems like slowing down without apparent reasons occur when a lot of users concurrently use a system. If your systems have less than 10,000 users, it's likely that you have never come across issues like this.

Re: The Inkbrush Will Kick Off Splatoon 2's Free Additions on Launch Weekend

NinNin

@SLIGEACH_EIRE When you develop a software product, you have to freeze features at some point. If you release a game today, the features may be frozen 2 months ago. After implementing all the features, you have to test all of them and focus on fixing issues. If you continue to add more features, it may introduce more bugs and prevent you from releasing the product at the scheduled date. Things aren't simple as you think.