Incident: Driveclub Online Connectivity Failure on PlayStation 4 by Evolution Studios

Published Date: 2014-10-24

Postmortem Analysis
Timeline 1. The software failure incident with Driveclub occurred in October 2014. [30767]
System 1. Driveclub's internet functionality and servers [30767]
Responsible Organization 1. Evolution Studios - The software failure incident with Driveclub was primarily caused by issues with the game's servers and online functionality, which were developed and managed by Evolution Studios [30767].
Impacted Organization 1. Players of the game Driveclub [30767]
Software Causes 1. Server capacity issues leading to inability to cope with the numbers of players trying to get online [30767] 2. Online connectivity issues central to the overall experience of the game [30767] 3. Challenges with multiplayer functionality impacting player engagement [30767]
Non-software Causes 1. Insufficient server capacity to handle the number of players trying to get online [30767]. 2. Lack of effective communication and transparency from the developer and Sony regarding the issues [30767]. 3. Ambiguity in consumer protection laws regarding digital products and online components [30767].
Impacts 1. The online portion of the game was not functioning satisfactorily, with only semi-consistent multiplayer races possible and a low connection success rate, leading to a laborious experience for players [30767]. 2. Various features of the game such as Challenges, Face Off segments, player stats, ghosts, notifications, and leaderboards were offline, diminishing the overall gameplay experience [30767]. 3. Players expressed frustration and disappointment on forums and social media platforms due to the ongoing issues with the game's online connectivity, impacting their ability to play socially and engage with the game as intended [30767]. 4. The inability to access online features significantly affected the overall experience of the game, making it comparatively lifeless when cut off from the internet and reducing player engagement and enjoyment [30767]. 5. The software failure incident not only affected player experience but also had broader implications for the game's success, as Driveclub was considered a key PlayStation 4 exclusive and a poster child for the console's connectivity message, leading to a dent in Sony and Evolution Studios' reputation [30767].
Preventions 1. Conducting more comprehensive stress testing on the server network prior to launch to identify potential bottlenecks and errors [30767]. 2. Implementing a contingency plan for unexpected server issues during the launch to minimize downtime and disruptions [30767]. 3. Enhancing communication with players about the status of the online functionality and any ongoing efforts to address issues [30767].
Fixes 1. Conducting thorough stress testing of the server network before the game's full release to identify and address potential bottlenecks and errors [30767]. 2. Implementing a robust and scalable server infrastructure to handle the expected number of players trying to access the online functionality [30767]. 3. Providing timely and transparent communication with players about the issues and the steps being taken to resolve them [30767]. 4. Offering compensation or refunds to consumers who have purchased the game and are unable to access the core online components due to the software failure [30767].
References 1. Driveclub players on forums, Facebook, and Twitter [30767] 2. Comments and feedback from Driveclub players, such as Christian Pohl and Andy Hill [30767] 3. Evolution Studios [30767] 4. The Guardian's own experience while reviewing the game [30767] 5. Communication from Evolution and Sony [30767] 6. Statements from entertainment law specialists like Alex Tutty and Jas Purewal [30767]

Software Taxonomy of Faults

Category Option Rationale
Recurring one_organization (a) The software failure incident having happened again at one_organization: The article mentions other high-profile online-related launch failures such as Sim City, Battlefield 4, and Diablo III. This indicates that similar incidents have happened before in the gaming industry, including Driveclub's situation [30767]. (b) The software failure incident having happened again at multiple_organization: The article does not provide specific information about similar incidents happening at other organizations or with their products and services. Therefore, it is unknown if this particular software failure incident has occurred at multiple organizations.
Phase (Design/Operation) design, operation (a) The software failure incident in Driveclub was primarily due to issues related to the development phases, specifically in the design and system development. The article mentions that the developer, Evolution Studios, had no indication of the impending trouble from tests it ran ahead of the game's release. Despite running "large scale synthetic load tests," the issues with the online connectivity were unexpected, indicating a failure in the design or development phase [30767]. (b) The software failure incident in Driveclub was also influenced by factors related to the operation or misuse of the system. Players experienced significant issues with the online functionality of the game, such as challenges being offline, leaderboards not behaving properly, and connectivity problems. This suggests that operational issues, such as server capacity and network stability, played a role in the failure of the system to function as intended [30767].
Boundary (Internal/External) within_system (a) within_system: The software failure incident with Driveclub was primarily within the system. The article mentions that the online connectivity issues, server problems, and lack of key features like Challenges, Face Off segments, player's stats, ghosts, and Notifications were all internal issues within the game itself [30767]. The developer, Evolution Studios, mentioned that they had run large-scale synthetic load tests which worked well, and they had confidence that everything was ready, indicating that the issues were unexpected internal problems [30767]. The failure to deliver a satisfactory online experience and the central role of online connectivity in Driveclub's gameplay highlight that the failure was primarily within the system.
Nature (Human/Non-human) non-human_actions, human_actions (a) The software failure incident in Driveclub was primarily due to non-human actions, specifically related to server issues and online connectivity problems. The game's servers were unable to cope with the numbers of players trying to get online, leading to online functionality being shot [30767]. Evolution Studios had no indication of the impending trouble from tests run ahead of the game's release, and the issues with online connectivity were unexpected despite large-scale synthetic load tests being conducted [30767]. (b) However, human actions also played a role in the failure incident. Evolution Studios had communicated that they would be playing with the servers while readying the game for release, which may have contributed to the disruption in online connectivity experienced by players [30767]. Additionally, the impact of the failure on disappointed consumers raised questions about consumer protection laws and the ability to obtain refunds for a game with non-functioning online components [30767].
Dimension (Hardware/Software) software (a) The software failure incident in Driveclub was primarily due to software-related issues rather than hardware. The article mentions that the online functionality of the game was severely impacted, with the game's servers unable to cope with the numbers of players trying to get online [30767]. Additionally, the Challenges element, Face Off segments, player's stats, ghosts, notifications, and leaderboards were all offline, indicating software-related issues [30767]. (b) The software failure incident in Driveclub was attributed to software-related factors. The article highlights that the online portion of the game was not functioning satisfactorily, with issues such as server access problems, semi-consistent multiplayer races, and low connection success rates [30767]. Furthermore, the Challenges element, Face Off segments, player's stats, ghosts, notifications, and leaderboards were all offline, emphasizing software-related failures [30767].
Objective (Malicious/Non-malicious) non-malicious (a) The software failure incident related to Driveclub was non-malicious. The failure was primarily due to issues with the game's online connectivity and servers being unable to cope with the number of players trying to access the game online. The developer, Evolution Studios, faced challenges with the online functionality, leading to frustration among players who were unable to fully experience the game as intended [30767]. The issues were not caused by malicious intent but rather by technical difficulties and unexpected server problems.
Intent (Poor/Accidental Decisions) accidental_decisions (a) The software failure incident related to Driveclub was not primarily due to poor decisions but rather unexpected issues despite running large-scale synthetic load tests and having confidence that everything was ready [30767]. (b) The failure was more of an accidental decision as the issues faced with the online connectivity were unexpected despite efforts to test and prepare for the game's release [30767].
Capability (Incompetence/Accidental) accidental (a) The software failure incident in Driveclub was not attributed to development incompetence. Evolution Studios, the developer, had conducted tests ahead of the game's release and had no indication of the impending trouble. The issues that arose with the online functionality were unexpected, and the developer had confidence that everything was ready [30767]. (b) The software failure incident in Driveclub was more aligned with an accidental failure. Despite running large-scale synthetic load tests and having confidence in the system's readiness, unforeseen bottlenecks and errors still occurred during the real-world launch scenario. The issues with the online connectivity were unexpected, leading to the game's servers being unable to cope with the numbers of players trying to get online [30767].
Duration temporary The software failure incident related to Driveclub was more of a temporary nature rather than permanent. The article mentions that the online portion of the game was not functioning satisfactorily, with issues such as Challenges, Face Off segments, player's stats, ghosts, and Notifications being offline [30767]. Additionally, the article highlights that semi-consistent multiplayer races became possible after the initial server access issues, albeit with a low success rate and laborious process [30767]. This indicates that the failure was due to contributing factors introduced by certain circumstances but not all, making it a temporary software failure incident.
Behaviour omission, other (a) crash: The software failure incident in Driveclub was not a crash where the system loses state and does not perform any of its intended functions. Instead, the issue was related to the online functionality being severely impacted, with players experiencing difficulties in connecting to the servers and accessing various online features [30767]. (b) omission: The software failure incident in Driveclub can be categorized as an omission failure. Players were unable to access key online features such as Challenges, Face Off segments, player stats, ghosts, notifications, and leaderboards. The online connectivity was central to the overall experience of the game, and the absence of these features significantly impacted the gameplay [30767]. (c) timing: The software failure incident in Driveclub was not related to timing issues where the system performs its intended functions either too late or too early. The primary concern was the inability of the online portion of the game to function satisfactorily, leading to connectivity issues and the absence of key online features [30767]. (d) value: The software failure incident in Driveclub did not involve the system performing its intended functions incorrectly. Instead, the issue was more about the system omitting to perform certain functions, particularly related to online connectivity and features [30767]. (e) byzantine: The software failure incident in Driveclub did not exhibit behaviors characteristic of a byzantine failure, where the system behaves erroneously with inconsistent responses and interactions. The main issue was the lack of proper online functionality and the absence of key online features, leading to frustration among players [30767]. (f) other: The software failure incident in Driveclub can be categorized as a failure related to server capacity and unexpected bottlenecks. Despite running large-scale synthetic load tests, the developers encountered unforeseen issues with server capacity and errors that impacted the online functionality of the game. This type of failure falls under the "other" category, where the system faces challenges due to server-related issues beyond the control of the development team [30767].

IoT System Layer

Layer Option Rationale
Perception None None
Communication None None
Application None None

Other Details

Category Option Rationale
Consequence delay The consequence of the software failure incident described in the articles is primarily related to the delay and harm caused by the failure: - Delay: The software failure incident led to significant delays and disruptions in the online functionality of the game Driveclub. Players were unable to access various features such as Challenges, Face Off segments, player stats, ghosts, notifications, and leaderboards. This delay impacted the overall gaming experience and frustrated many players who were unable to fully engage with the game [30767]. - Harm: While there is no direct mention of physical harm caused by the software failure, the harm in this context refers to the negative impact on the players' experience and the frustration caused by the inability to access the online features of the game. Players expressed disappointment and frustration on various platforms due to the ongoing issues with the game's online functionality [30767].
Domain entertainment (a) The failed system in the article is related to the entertainment industry. The software failure incident discussed in the news article pertains to Driveclub, a socially connected driving game and a key PlayStation 4 exclusive. The game's online functionality was severely impacted, with issues ranging from server connectivity problems to offline elements like Challenges, Face Off segments, player stats, ghosts, and notifications not working properly. Players expressed frustration on various platforms like forums, Facebook, and Twitter due to the game's inability to function as intended [Article 30767].

Sources

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