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by firebones 4840 days ago
While I agree that this is likely not truthful, I do wonder if part of the strategy of offloading more work to the cloud be to make an easier transition to allowing mobile clients (iOS/Android) where local processing capacity is more of an issue, or to platform-neutral approaches, or to a "take your city anywhere" play model? (I doubt this is the case because unless they have a motivation to keep it secret, it would make for a much better explanation for why they'd want to keep state in the cloud, given the trends towards more mobile gaming.)
3 comments

Even if you want to offload to the cloud for mobile you'd still only want to do it for the clients which need it.
EA's claim struck me as really odd too; this just isn't the way that games are made [yet?] and if they did manage to get something like they claimed running, there would be much more interesting technical aspects of it that they probably would have done press releases for. In this day and age, standing up a system like that is still a major accomplishment, and the details of how they got around things like processing power and network bandwidth on consumer connections would be really interesting to the tech community.

TL;DR easily-verifiable claim by EA that stunk from the beginning proven wrong by anyone who knows how to use Wireshark

Que even worse consumer backlash at EA.

Forget Wireshark, the article implies that some of the critics tried the good old fashioned "yank the Internet cord and see how long it takes to break" method and got 20 minutes of playability.
you can only offload processing that has barely any requirement on latency. If you send of loot or hit calculations (like d3) onto a cloudy server and it takes minutes for it to finish, the game would become unplayable.