Another important positive point is that if you are selling pre-orders for a game you can't make, by saying cloud a lot you don't have to waste valuable "we've gone bust sorry everyone, never mind we tried. Read your TOS of course I keep the millions I've paid myself" money on server infrastructure.
I just chose to ignore him because, costs (in/out bandwidth costs are higher) and application (database, websites, games) aside, he has no clue what he's talking about.
When you co-lo, you own the hardware, you rent the space. I have an entire room in two data centers with rack equipment hosing Dell XEON servers. We can replace/upgrade everything as-needed; either by going there, or using the facilities "smart hands" service which is very cheap.
And when you co-lo, bandwidth is dirt cheap. Right now, I have over 30 servers sitting in two data centers and costs me less than $5K per month. And we've never used even 25% of the bandwidth allotted under our contract. My bandwidth won't just shock the hell out of me when the bill shows up each month. Even GCE/AWS which charge for both in/out, end up being very expensive (especially for xlarge instances).
These guys somehow think that hosting websites and database applications on cloud servers, is the same as hosting/running game instances. You can go to places like
www.pingperfect.com right now and rent game specific servers. Those people actually co-lo and/or rent servers at a datacenter, then rent out their servers to gamers. And last I checked, those aren't cloud servers (GCE, AWS). They are shared server instances sitting on powerful hardware.
Star Citizen uses cloud instances. Aside from the fact that the game's networking sucks, it's costing them a fortune in bandwidth bills. Compare to ED which also uses cloud instances, but with their robust network tech, I'm sure their costs are lower.
Also, it's easier to configure things like server transitions (e.g. scene to scene) in HW, than it is on cloud-instances because for that, you have to *reserve* those instances so they are there - being billed - whether you use them or not.
And even if you co-lo in the US, you can still rent same HW servers around the world and have them upgraded as needed. It all ends up being about what's right for the project, and not because there's a buzzword bandwagon you need to hop on.
As I said, it's a complex subject and anyone who thinks it's just a simple matter of "oh, yeah co-lo and/or hw sucks because..." is a fool who should stick to buying JPEGs for non-existent games.
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Surprised at the general sentiment in this thread asking people to chip in and "save" the game
https://forums.robertsspaceindustri.../celebrate-2-6-1-show-your-support-buy-a-chit
That's nothing. Considering that in Jan/Feb 2016 they raised over $4.7m, but in Jan/Feb 2017 they're barely over $2.7, the upcoming sale is going be all kinds of interesting.
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The only MMO still using dedicated hardware servers today is WoW (as far as I know) and that started developement around 20 years ago. And because of that they run into trouble every new addon start.
Today no sane developer would not use virtualization even if he decides for some reason to build his own datacenters (when the game is finished and he knows for sure what kind of hardware he needs).
That's patently false. Cite your sources. I'll wait.