Not to put the blame on the devs, but the problems might have been attenuated by defining a proper interface layer against the server.
Your comment seems to be related to something else… or I’m stupid, which is entirely plausible, too.
I think it’s refering to the fact that the reboot SimCity was a single player game (you could never play with someone else) but that was always online anyway
The multiplayer stuff was neat in theory, but any multiplayer thing you did took like 20+ minutes to actually propagate to other players games
I wonder if that’s related to “the wrong cloud”. Imagine if someone wrote some super slick code that worked really really well in the original cloud, and just couldn’t figure out how to make it work in the new cloud, so everything is just an awful workaround.