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Wingman, as you can see with the release of the hangar app, our servers are crashing. What steps are you taking to prevent this?asked by Captain Mitch

TL;DRCrashing servers are not wanted, but the hangar module is expected to be roughest at first, since releasing early to backers is meant to expose problems, and backers are asked for patience.

Chris RobertsCEO / Game Director

Well, we kind of are known for crashing servers. That's a good video. Well, obviously we don't want things to crash, so we try really hard. But I will say that at the early stages, one of the reasons why we're doing things like the module, and we're going to do the dogfighting at the end of this year, is so we can sort of get the kinks out, figure out what the bandwidth requirements, loads, what works, what doesn't work, what the issues are, in a more controlled environment than at the end of it, when we're going fully live and hopefully there'll be millions of people that want to play. We're doing it with the group of you guys, the backers out there. So we're trying hard, but part of the process is getting this out there and doing it, so I'm not going to pretend that the very first hangar module is going to be flawless, because I actually suspect it will probably be the roughest at the beginning. And then over time, we'll get better as we figure out stuff and get the kinks out and figure out where all the pressure points are and ways to avoid them. So that's been part of the process. You'd rather things don't crash, and you may want to wait a little bit, but I think it's fun helping us make this as fun and robust a process as possible. So we don't want it to happen, but I think at these early stages, it's probably going to happen. It is what it is. It's early development. And the other thing I want to emphasize to everyone out there, since we're getting very close to the hangar module, is that we are going to be sharing code in a much earlier state than I've ever shared in my life, even with a publisher. Normally on the games I've made, QA doesn't get any code until two plus years into the development process. We're relatively shortly into the development process here. So we're actually sharing code on a public basis and functionality on a public basis much sooner than I've ever done in my career, and I think probably much sooner than anyone's done in the industry. We're doing it because it's kind of an idea we have to do iterative development and involve everyone that's backed the game, because, well, you made it happen, and it's fun. And I think part of the fun of everything is participating in the journey and seeing how it's getting done and having your voice heard and everything else. So it's all in the spirit of that. But you have to remember that this is not a finely polished, honed, beautiful, bug-free piece of software that you would normally get towards the end. And by the way, a lot of games aren't even like that, even when they're at the end. So you're going to have to have a little bit of patience, especially in the short run. But long term, I think it's going to make a much better game, a much better polished game, a much more robust game when we get to the end. Because usually you don't get this kind of stress testing early. You don't get this kind of feedback early. So it'll make a much, much better game. But it requires a little bit of patience from you guys in the early days.

Wingman's Hangar›ep034 . August 16, 2013·
Published on this date.16 Aug 2013