Oh.My sincerest apologies again about SFV server situation. I think that we need to improve on this problem the most. Could you check @SFVServer
— Yoshinori Ono (@Yoshi_OnoChin) February 16, 2016
Ohhhhh.We are aware of log in issues for PS4 players leading to Delta errors. This is under investigation.
— The Division (@TheDivisionGame) March 15, 2016
We are aware of a portion of our player base who cannot connect to Destiny, and are investigating the issue. — Bungie Help (@BungieHelp) August 4, 2015Oh boy. First, let's be fair about this. Most online games crash in the first week because the server strain is never higher than it is in that opening rush to play the game for the first time. So it's understandable to a degree. But as gamers, we have to ask ourselves if this is okay. When you drop $60 or more on a new game, and most or all of its features are always-online, we are basically giving up control over when and how we play, and allowing the developers to dictate that to us. Most of the time when you buy a new game, you can fire it up and play it whenever and wherever you feel like, but this paradigm is one where you can be booted from the game entirely, for hours at a time, for things that have nothing to do with you. Now, in some cases, this is unavoidable. Games like Tom Clancy's The Division and Destiny are specifically built to be MMO experiences. As with World of Warcraft, the whole game is about cooperating with others. In this case, some server issues are unavoidable, and that's probably a sacrifice that avid players gladly make for the experience they're given. But seeing always-online elements creep into a game like Street Fighter V is cause for alarm. Part of the issue with Street Fighter V is simply that it released with a total dearth of features, and the discussion of game developers' growing tendency to release incomplete content and then complete it with DLC (looking at you, Destiny) is a different discussion entirely. The reality is, neither players nor developers are ready for this. Not yet. Developers have not consistently shown they have the infrastructure to handle server issues, especially at launch. Perhaps more importantly, putting games exclusively online simply excludes a huge number of potential players. According to a Wikipedia-published 2015 report by Akamai, only 46 percent of Americans have internet speeds faster than 10Mb/s, and 20 percent have slower than 5 Mb/s. At 10 Mb/s, gaming runs pretty smoothly. At 5Mb/s, it's almost unplayable if latency is any kind of issue. What this means is that an always-online game is going to rather difficult to play for about 34 percent of Americans, and basically impossible for 20 percent. For those counting, that is over 172 million people in the United States alone for whom playing The Division or Street Fighter V is an impossible or sub-par experience, and that's if the game servers are totally fine. Again, this sort of thing is accepted when developers are making a game in which the online multiplayer aspect is the whole game. There simply isn't any way around that. But what happens when a required online connection creeps into games which have historically had solid single-player or local multiplayer options? Diablo 3, SimCity, and Street Fighter V are all games that can be enjoyed in a cave in the middle of Montana, if the developers allowed, but they don't. [caption id="" align="alignnone" width="900"]