The problem I think IC and stardock have faced with this game is that it was supposed to be another progression on the Galactic Civilizations theme. It was not meant to be a AAA title when first concepted. When it came to the crunch and the game was elevated to a higher level of expectation, there just wasn't enough manpower to do everything needed to make the game feel 'complete'.
Hence you have the lack of a campaign or hosted online play. They did a good job with what they had, but it is a shame that after sins huge success they have not been able to hire and build their developer teams to a level where they can snowball this success into something even greater. I consider bug fixes and patches run of the mill these days. It should be a budgeted and forgone assumption that a large post release cost will be needed to support a game for up to 3 - 5 years depending on just how popular it is.
I've personally always just wanted a homeworld that was accessible and had a great multiplayer experience but sadly no one has delivered on this. I was really hoping Sins would be the first.
I don't think it would have been overkill for IC to create a battle.net style experience, they need to get something like that in place if they want to compete with anything that comes out in the next decade. The sacrifice may have been too much of a gamble previous to sins release, but now with goodness knows how many copies sold, they really should be stepping up to the plate and building a SOLID multiplayer platform.
I would put the importance of a reliable multiplayer experience far above any single player aspects of this game. Some previous comments were made about how bad DoW is, but it really isn't that bad compared to ICO (although never let it be said I do not hate the shit out of gamespy). I have been able to complete many DoW matches without a problem. The initial match making is perhaps what people are complaining about in that example, but after that point, disconnects were fairly infrequent and if they did occur, were commonly intentional (ie people disconnecting to get a draw). In contrast, I have maybe finished 50% of my sins games that went over an hour in length. Thats not exactly the greatest success rate. A lot of those problems were due to the host leaving the game. There should be absolutely no problem handling the hand off function in a game made in this day and age.
I know its very easy to critisize a company when you don't know the people its made up of, but if we look at all of the success stories out there, its also hard to believe that they should be having this many issues one year later. I'm starting to be reminded of NAMCO and their brutal handling of the Mark of Chaos games. Although I have to give IC credit, at least with version 1.0 you could finish a game.
Please dont get me wrong, stardock and ironclad are the model I would use to build up a games company. I love their 'eyes open' approach to piracy and copy protection, but they must grow - and grow quickly - if they want to make a lasting mark on this industry.
By Brad :
....Ask any game developer whether they be at Ensemble, Paradox, Firaxis, or Big Huge Games, most people play strategy games by themselves on a single computer. What % that is depends on the game. But on a TBS game, I would wager that greater than 95% of players never play a single game on-line even if the option is available -- that includes Civilization IV.
Yes but this is usually because the infrastructure created to play these games in a multiplayer environment is TERRIBLE. Unless you use a direct connection 90% of the RTS games out there are brutal experiences. The only one that was bearable in my experience has been starcraft. And look at that game. Still between 20 and 50 THOUSAND players online at any one time ten years after release! I mean, sure that is a complete exception, and not all that applicable to Sins, but seriously, doesn't that show anyone anything about usability and long term investment in architecture? Sure you can argue that the majority of that audience are Koreans, but what if ICO was a masterpeice? Who is to say ten years from now, the Polish or Iranian or Swedish multiplayer community hadn't adopted this game as their own? You have to look for starving markets in this industry, and the companies with real vision will find them.