A solo city still had to check in

The 2013 SimCity was designed to connect to EA’s servers even when one person was playing alone. Before players could reach their cities, the game had to establish that connection. That made an internet check-in part of starting a solo session—not just a requirement for multiplayer.

The connection also fit the game’s broader design: cities could sit in shared regions, interact with neighboring cities, and exchange resources. But those features did not make every player’s session a group activity. Someone who simply wanted to build alone still depended on the same online service.

Launch turned that dependency into a roadblock

When many buyers tried to play at once, EA’s servers struggled to keep up. The result was a mismatch between owning the game and being able to enter it: a legitimate copy could be installed, yet its player might be stuck waiting for a connection rather than shaping a city.

That failure was especially frustrating because the bottleneck was outside the player’s control. A crowded server could block access even when the player’s own computer and internet connection were working. The game’s always-online design had turned a server outage into a locked front door.

The lasting tradeoff

In 2014, EA added an offline mode, allowing players to build without an active server connection. The change made solo play less vulnerable to service problems, while giving up the online features that depended on connecting to other cities.

The episode made a design choice tangible: network features can enrich a game, but requiring the network for every session also means the company’s servers become part of the game’s basic ability to launch.