While getting the small things right is admirable, an equal amount of attention needs to be paid to that opening experience. Every time some new tech tool or collectors edition game launches, an unboxing video hits the web. First impressions are important.
Which is why it’s critical that a game launches properly. and painful when it doesn’t. A successful launch lets players start playing the game when they get home, and immediately begin to enjoy every aspect of the game. A successful launch also happens on-time. Now, a successful launch shouldn’t be terribly difficult; games often go gold weeks before they launch, giving the developer & publisher time with a gold master to test their online system for bugs, stress test their servers, or even issue a day 1 patch, although that’s not ideal. And developers have been releasing games for years now; I’m sure they have fairly accurate estimates of rough launch-day sales, how much stress that will put on their servers, etc.
I can think of two games that all launched within the last year that all put massive amounts of stress on their respective servers; Starcraft 2 & Halo: Reach. Both games had nearly flawless launches for me, and based on the websites & forums I track, 99% of users feel the same way. Battle.net was functional & operational, allowing me to be crushed into the ground several times on the midnight launch with no notable lag, despite three people playing Starcraft 2 through my one residential connection (!!!). Halo’s launch was near flawless; everything in-game worked fine, but Bungie.net experienced a bit of lag with loading your matches online. Furthermore, your character’s model did not update properly on Bungie.net. Otherwise, all critical game elements on both titles worked great, and loading your match stats was running 100% after a few hours.
These two games are both huge, enormous launches; that’s why it’s such a shame when a game like Rock Band 3 is released in such a sloppy manner. EA is a monolithic company with huge resources; this launch should have been even smoother, considering it’s not as online intensive as Starcraft or Halo. The worst part about Rock Band 3’s launch was actually getting the game into people’s hands. First there was the stupidity about the PS3 keyboard & game bundle not being sold in North America. Really, EA?
Then Harmonix ran into major issues with exporting from Rock Band 2. Rather than just patching that game to allow a direct export of track files to your hard drive, they made it a download from Microsoft & Sony’s digital stores. Not only does this take up a fair chunk of your bandwidth (just under 2gb for me), but this required both Microsoft and Sony to upload the content to their servers. Xbox 360 exporting hit around midnightish, and the PS3 export hitting around 2:00 PM the next day. Really shoddy show; why weren’t the songs uploaded to Microsoft or Sony the day before? They also seem to be sort of figuring this out as they go; not only did many PS3 Rock Band 2 export downloads accidentally make you download a Lego Rock Band track pack, now on the Xbox they actually ran out of Lego Rock Band keys. Why wasn’t this figured out two or three weeks ago? And why not just let you copy the songs directly from the disc; that would have solved every single issue here.
Of course, the rest of their web services were totally borked. The new Rockband.com didn’t even launch until 11 PM, unfortunately, and there wasn’t very much there. Linking your Rock Band 3 to the website still isn’t up, despite there being a large and visible link on the page.
Couldn’t they at least pop open Dreamweaver and add a disclaimer “Not currently available”?
Later in the week came the bad news for Rock Band Stage Kit owners. While it had been previously confirmed that it works with Rock Band 3, only several days after purchase did Harmonix confirm it doesn’t work. Of course, the Rock Band disc is non-returnable, and the export fee is non-refundable. For the vast majority of Rock Band 3 owners this is a total non-issue, but for a few very dedicated fans, this is brutal; at the very least, Harmonix could have at least been honest up front.
The final nail in the coffin has been the difficulty many people have been getting with physically getting copies of the game. Gamestop/EB Games in Canada didn’t even receive the keyboard bundles at their warehouse for the PS3 until the day Rock Band released, leaving many people in the dust. The bundles they did ship were low in number, meaning only people who preordered a fair amount early even received keyboards. The pro Mustang guitar hasn’t been even seen in Ottawa; Amazon.com now has it launching on November 16th for Xbox 360 and November 24th for PS3. And finally, until yesterday, my local EB Games has still not received a single disc copy of Rock Band 3 for PS3 (does Harmonix have something against Sony, or is it just me?)
In short, actually buying the game, short of people who preordered just the disc, has been far too difficult.
What makes this launch so disappointing isn’t just that it was bungled. It’s that they shouldn’t have been bungled this badly. Harmonix and EA have both done big launches before. Both teams have lots of experience managing web services, and all the hardware and software was announced early enough that it should have been available in fair numbers, with appropriate pricing. Export information should have been figured out much earlier, uploaded to the servers earlier; it should have been available when people brought their copy of Rock Band home. Obviously none of these are game-breaking issues; I absolutely adore Rock Band 3. It’s fantastic, and it comes highly recommended from the LvlofDetail Review Team™.
But its launch was a failure.