John, the point I was making, and would still make, is that for once in a very, very long time, someone in charge of something actually put up their hand and not only recognized the issues, but also accepted the blame and conceded their own errors. How many people do that today? Almost every other circumstance I can think of where contrition would be appropriate, the people concerned came up with some weasel worded excuse and blamed all sorts of things, but never took the blame them self. That's why I think Yoshida-san is a stand up guy and deserves respect.
Mistakes are inevitable on large projects, especially ones concerning computer software, to say otherwise is to fool oneself. So often though, the culture of fear that permeates corporations and commerce takes over and people are utterly unwilling to p0ut their hand up and accept fault and blame. That's what makes this unusual, instead of going along with the blame and fear culture that is so common, Yoshi-p acted in a way that you *want* people to act. He recognized the errors and flaws and is addressing them as well as accepting blame and let's not forget the compensation.
Did the launch go perfectly? Nope, but given what happened, what more do you want than the game's producer to stand up, take the blame apologize and explain what they are doing to fix things? Compensation? Sure, they did that as well. So what more?
Side note: In all the reading I've done I've found out some interesting things. During Beta phase 4, they encountered the error 90000/3012 issue that affected thousands of players, but were able to determine the cause and develop a fix for that specific cause. The same error codes still occur, though not so frequently, the error codes are general enough for there to be multiple causes, and the original issue during beta phase 4 was actually resolved.
Japanese servers were no different, they were simply nothing like as over-crowded as the ones in NA/EU and errors were occurring, just not as frequently. The JPN data center & servers have been updated and changed to match the NA/EU data center/server software and configurations.
Physical pre-orders were accounted for in the numbers that they used to plan the data center size for launch, but late digital pre-sales - and players pre-ordering (and then cancelling) to gain early Access as a 'free trial' caused over-crowding issues because there was a rush of sales after beta phase 4.
Early Access commenced on August 24th, and their servers were all but crushed under the load, the 1017 error became a very familiar sight.
On August 25th, SE took the decision to expand their data centers for the game, and started the process of acquiring new hardware.
The game launched on August 27th, the new hardware and data center expansion was not yet in place - nor could it have been, there simply wasn't time. Consequently the servers basically collapsed under the load and SE had to manually throttle logins, suspend character creation and suspend digital sales to buy time for the new server infrastructure to be installed.
The new servers went in as planned on September 3rd/4th and things have been considerably better since then i9n all regards.
One thing that I hope SE and other publishers are taking note of is the way in which not only digital sales, but also the digital supply of early access codes resulted in a spike in demand that was unsustainable. Because the Early Access codes could be obtained very quickly through multiple methods, the planning based on physical pre-orders (and perhaps even early digital pre-orders) was made completely invalid by the rush of additional Early Access users. All publishers need a better way to handle this so that early access does not become a millstone around their neck.
If SE created the server capacity to cater for everyone with an early Access Code, it's potentially possible that they would have had to build a server infrastructure 2-3 times what they have, which would have been a false and wasted investment when so many of the early access users proved to be people with a code who were not following through with a subscription or even purchase. That would be a major problem for SE, and any publisher. with a server based game like this and subscription fees, if Early Access was tied to a pre-purchase of at least 1 month of subscription it would have weeded out a lot of people who had no intention of playing past the Early Access period, or even the initial 'free' week of play. Hopefully, SE and others will think more carefully about how they handle pre-orders and early access in future, perhaps even think of it from the point of view of how exploitable the process is.