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New Technologies Attack the One-World Problem

Hugh Pickens writes "An MIT Technology Review article has new details on the challenges of a 'one world design' in Massively Multiplayer Online Games. Most games shard their servers, putting up artificial barriers between friends and family members. Technologies are now being developed to keep lots of players within a single world, some of them based off of the unique PvP-heavy title EVE Online. The best part - the technologies don't just apply to gaming. 'NASDAQ, for example, can be thought of as a very large MMO, supporting very large numbers of 'players' performing billions of transactions daily in a graphically intense environment, all within a single shard. Technologies that solve this problem effectively, says George Dolbier, technical lead for games and interactive entertainment at IBM, will have applications in any industry that requires spotting and reacting to trends, or "anything where behavior is dynamic and you need to move resources around rapidly."'"

157 comments

  1. No shit, sherlock by geekoid · · Score: 2, Funny

    ", for example, can be thought of as a very large MMO, supporting very large numbers of 'players' performing billions of transactions daily in a graphically intense environment, all within a single shard. "

    Jeezs, you mean there are large transaction systems out there? Thank god MMO's brought the technology to the world! Gah. MMO's do nothing technically new regarding transaction.

    Also, what is the 'Graphically intense' interface the NASDAQ has? Compared to MMO's it's nothing.

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    1. Re:No shit, sherlock by toleraen · · Score: 1

      Remember that scene in "Hackers" where they're 'flying' through the contents of the Gibson? That was just a video capture of some day trader dumping his MS stock.

    2. Re:No shit, sherlock by grimflick · · Score: 1

      Turns out that TFA was suggesting a MMORPG borrow from NASDAQ or a similar massive system rather than suggest that NASDAQ could benefit - or had benefitted from MMORPG's tech. It's true however that there's not much graphical about Nasdaq unless you consider the literal graphs of the performance of various investment vehicles. ...

      --
      'Only a Barbarian believes that his tribes customs are the laws of nature'
    3. Re:No shit, sherlock by UbuntuDupe · · Score: 2, Interesting

      Also, what is the 'Graphically intense' interface the NASDAQ has? Compared to MMO's it's nothing.

      Hell no! Think about what a NASDAQ MMO would be like! I'd buy a bunch of shares in a company with foreign holdings, and then order the third-world factories not to use the regular safety precautions, monitor them, and then sell all my shares when there's an accident before the news hits the market! That would be both graphic *and* intense. I don't think the interface would take much from that experience.

      Of course, someone's probably already done that...

    4. Re:No shit, sherlock by WED+Fan · · Score: 4, Funny

      Remember that scene in "<Redacted>" where they're 'flying' through the contents of the Gibson? That was just a video capture of some day trader dumping his MS stock.

      bzzzzt

      For even mentioning that movie, your Geek Factor suffers a -10 hit.

      You're RPG equivelant is now "Tunnels and Trolls", and your Star Wars equivelant is set to "Jar Jar".

      Want to worsen it? Mention that Sandra Bullock movie./p.

      --
      Politics is the art of looking for trouble, finding it everywhere, diagnosing it incorrectly and applying the wrong fix.
    5. Re:No shit, sherlock by Anonymous Coward · · Score: 0

      Oh, that's the one about a bus that had to SPEED around a city, keeping its SPEED over fifty, and if its SPEED dropped, it would explode! I think it was called "The Bus That Couldn't Slow Down."

      Gotta love Homer J..

    6. Re:No shit, sherlock by quanticle · · Score: 1

      Also, what is the 'Graphically intense' interface the NASDAQ has? Compared to MMO's it's nothing.

      Yeah. I didn't get that either, considering that MMO servers aren't graphically intensive either. All of the graphically intensive work on MMOs was done on the client end, I thought.

      --
      We all know what to do, but we don't know how to get re-elected once we have done it
    7. Re:No shit, sherlock by toleraen · · Score: 1

      So you're saying that Hackers was a far greater atrocity to geeks everywhere than Episode 1 was? Really?

      Here, just type in your address and call the first number that comes up. They'll help you out of your mom's basement.

    8. Re:No shit, sherlock by genner · · Score: 1

      Quite right.
      However Nasdaq doesn't have to deal with real time PVP.

    9. Re:No shit, sherlock by NotoriousDAN · · Score: 1

      Sure it does. A good portion of the transactions on the NASDAQ are day-trading real-time PvP activities.

    10. Re:No shit, sherlock by Anonymous Coward · · Score: 0

      Whats not to like about toppless Angelina in a ganster movie portraying Russian mob?

    11. Re:No shit, sherlock by armareum · · Score: 1

      Millhouse said that, not Homer.

      --
      Is this a rhetorical question?
  2. Gamers Changing the world... by happy_place · · Score: 2, Funny

    Don't you love it how gamers try to make themselves relevant to the rest of the world? I love gamers... they're so... important... to... um... well... Just keep playing, guys!!

    --Ray

    --
    http://www.beanleafpress.com
    1. Re:Gamers Changing the world... by WilliamSChips · · Score: 1

      Game development is actually on the forefront of computer technology and a lot of useful results come out of them because games push it so hard. Gamers(who don't develop), however, are just subsidizing this.

      --
      Please, for the good of Humanity, vote Obama.
    2. Re:Gamers Changing the world... by toleraen · · Score: 2, Funny

      Support small independent publishers - Looks like everyone is just trying to stay relevant around here, aren't they?
    3. Re:Gamers Changing the world... by GreggBz · · Score: 3, Interesting

      I do know that gamers become very relevant to the rest of the world when they grow up.

      As a teenager I spent many, many hours in front of a computer playing games.

      Since then, I have never been afraid of computer technology. I am not despaired when challenged by a technical problem, I embrace it. I have always been drawn to learning and becoming better. I am better at problem solving, deciphering UI's and reacting quickly when a crisis arises. These days, as a hobby, I program computer games, which keeps my mind sharp and the logic ticking. Yes, I attribute a great deal of my professional skills, and in fact, my computer mentality, to video games.

      You know, I might just say that playing computer games was a better learning experience than playing high school sports.

    4. Re:Gamers Changing the world... by happy_place · · Score: 0, Troll

      Don't get me wrong, I agree... but it's cute (imo) how there's a need to explain how gaming technology is benefitting the blind people in Africa. :) It's like deep inside every gamer, there's this need to apologize for having fun with technology, rather than solving all the world's problems. :) Game on! --Ray

      --
      http://www.beanleafpress.com
    5. Re:Gamers Changing the world... by WED+Fan · · Score: 2, Insightful

      Game development is actually on the forefront of computer technology and a lot of useful results come out of them because games push it so hard. Gamers(who don't develop), however, are just subsidizing this.

      God bless you, gamers. Without you, we wouldn't have a space program, a Hubble telescope, high impact plastics, modern medicine...oh, wait.

      But, after Halo, I think we have enough fodder for the cannons.

      Because of gamers, we have a bunch of dorks running around with kanji tatoos without knowing the meanings, but their favorite character has one.

      One of our genious coders at work was a die-hard gamer. Used to have his own hours and would work 3 to 4 hours a day, but then he turned out 12 hours worth of code each day. But his entire life was gaming. When he had an online wedding with one of his characters, and nobody from work showed up, he got really ticked and went off the deep end.

      We had an intervention.

      Now, he's on an 8 hour clock at work, doesn't watch TV and doesn't game. And, we can actually have conversations with him, he doesn't smell, his code is more readable, and we all understand what he's doing, therefor, the entire organization is turning out more and better code.

      There's a lesson in there, somewhere.

      (Oh, and no, we aren't in South Korea.)

      --
      Politics is the art of looking for trouble, finding it everywhere, diagnosing it incorrectly and applying the wrong fix.
    6. Re:Gamers Changing the world... by SerpentMage · · Score: 1

      ROTFL.... That was good, I liked that comment, made my day.

      From the article:

      >EVE Online's servers, for example, which now support only 200,000 players, currently process more than 150 million operations per day.

      Oooh look 150 million operations... That would be the combined trading for Dell, Microsoft, IBM, and YHOO. How many stocks are there on the NASDAQ? Hmm, several *thousand* Then you need to add options, futures, and a few other instruments.

      Now to top it all off! Equities on a world wide level is about 150-250 billions dollars a day. Currency trading is about 1.5 trillion per day. (Check the webinars at any currency trading shop)

      So to say that Gamers are at the forefront of computing is like saying a Tonka Truck is at the forefront of developing trucks! Not to say Tonka trucks don't last because they do, but when compared to a real dump truck they are toys.

      --

      "You can't make a race horse of a pig"
      "No," said Samuel, "but you can make very fast pig"
    7. Re:Gamers Changing the world... by Original+Replica · · Score: 3, Interesting

      Oooh look 150 million operations... That would be the combined trading for Dell, Microsoft, IBM, and YHOO. How many stocks are there on the NASDAQ? Hmm, several *thousand* Then you need to add options, futures, and a few other instruments.

      I'm sorta curious where you got your numbers. From what I could find with a quick search Nasdaq handles about 550,000 trades per day total. Granted that covers over a billion shares moved each day, but the number of transactions seems to be about one third of EVE Online. On top that the trades seem to be between 5,500 or so listings, moved by 7000+ brokers. That would seem to be easier to streamline than the actions of 30,000 players interacting with however many tens of thousands of EVE environmental items there are. http://h20223.www2.hp.com/NonStopComputing/downloads/Nasdaq.pdf

      --
      We are all just people.
    8. Re:Gamers Changing the world... by Anonymous Coward · · Score: 0

      Burn...

    9. Re:Gamers Changing the world... by rfunches · · Score: 2, Interesting

      You're forgetting that real-time dissemination of all those listings in the midst of trading puts even more strain on the system; there are a lot more eyeballs looking at live quotes and trades than there are actual trades, and because countless shares can be traded in less than a second the ability to push that type of real-time data to providers is nothing short of amazing. The amount of open orders the system has to also handle must also tax the system (order not filled = no shares to count as a trade) and the system has to provide the orderbook in three formats: level 1 (national best bid/offer price and size), level 2 (orderbook-style, showing all bids and asks with price, size, time, and MPID) and level 3 (same as level 2 but accessible to market makers). I'd say the NASDAQ is harder to streamline than EVE Online.

    10. Re:Gamers Changing the world... by dsands1 · · Score: 1

      I played soccer for 10 years, from the 2nd grade all the way through high school, and it taught me the value of physical fitness and how to kick a ball into a net.

      I played video games starting with Pools of Radiance in the mid-80's on my dad's IBM clone, and throught it used XTREE to hack/copy inventories for characters and PWN the game!

      I now work for a large financial institution managing a good portion of their infrastructure. I would have to agree that gaming had a weee bit more of an impact on my life than strafing past the right guard and scoring the winning goal!

      --
      "What is the answer?" (Silence) "In that case, what is the question?" --Gertrude Stein
    11. Re:Gamers Changing the world... by Anonymous Coward · · Score: 0

      Must let it go... Aww Fuck it.

      Dude... That's like saying ''I'm a sex god because I spent all my spare time as a teenager masterbating''. Sorry, but it just doesn't work like that.

      If you stick your head out the foxhole, it will get blown off.

      Ac troll ignore...

    12. Re:Gamers Changing the world... by vertinox · · Score: 1

      Yes, I attribute a great deal of my professional skills, and in fact, my computer mentality, to video games.

      One time during rush hour traffic, a passenger of my car told me I drive like I'm playing a video game.

      I replied that "I play to win".

      --
      "I am the king of the Romans, and am superior to rules of grammar!"
      -Sigismund, Holy Roman Emperor (1368-1437)
    13. Re:Gamers Changing the world... by SerpentMage · · Score: 1

      What I am referring to are the end user trades. You are probably right that there are only 7000 brokers. But from those 7000 brokers there are 7000 * X traders. Granted some traders are your slower investor types, but then there is E-Trade, Interactive Brokers, etc that all tie in to the main exchange via the broker. When I say trades I don't just mean trades. As the other person who answered you said, remember that there are also oodles and oodles of bid and ask operations. So say that there are 100 actual trades, there are probably another 500 to 1000+ bid and ask operations via the order book. These operations might not result in a trade, but are part of the overall workings of the system. And that is if you have a level 1 feed. If you have a level 2 feed then you can get more information.

      To give you an idea of how critical things are, these days the top professional traders don't trade across the network anymore. They actually co host their trading application on the exchange premises. The problem is that the 100 to 300 milliseconds that it takes to go across a REALLY fast internet is already too slow. They need reaction times in two digit millisecond range.

      My point is that the NASDAQ is not just about a single trade between a single broker. Its a whole lot more and anybody who compares a game to the Nasdaq and thinks that gamers are cutting edge have not actually looked outside their box. I personally believe cutting edge computing is in the financial arena.

      --

      "You can't make a race horse of a pig"
      "No," said Samuel, "but you can make very fast pig"
    14. Re:Gamers Changing the world... by Kuxman · · Score: 0

      Yeah -- gaming was very important to me too! I learned how to drive in Need For Speed 1 and Midtown Madness! Now I know how to powerslide all the way through Turn-On-Red stop lights.

      --
      http://www.asti-usa.com
  3. NASDAQ=MMO by pieaholicx · · Score: 5, Funny

    NASDAQ, for example, can be thought of as a very large MMO, supporting very large numbers of 'players' performing billions of transactions daily in a graphically intense environment, all within a single shard. But mom, I can't go to bed, my NASDAQ guild needs me to do another raid...
    --
    http://blog.heavensdomain.net
    1. Re:NASDAQ=MMO by Zombie91836 · · Score: 1

      What's this about shards? I thought only warlocks had to worry about that.

    2. Re:NASDAQ=MMO by cthulu_mt · · Score: 1

      Corporate raiding went out of style after the 80's. Something about downing the S&L market.

      --
      Virginia is for lovers. EVE is for griefers.
    3. Re:NASDAQ=MMO by sydneyfong · · Score: 1

      Well it might be intended for +5 Funny, but AFAIK this really happens.

      I live in a GMT+08 place (i.e. approximately on the opposite side of the Earth) and I knew of friends who invested in USA stocks, and they really do stay up at night to keep an eye on the market.....

      --
      Don't quote me on this.
  4. Guild Wars has had "one world" for 2+ years by Sciros · · Score: 1, Informative

    WoW isn't the only MMO out there. Not all MMOs have numerous servers each supporting one single "world" with no way to move to the others. Guild Wars lets you play with anyone, anywhere, anytime in the world. Servers are specific to entire continents (with Asia fragmented into Japan, Taiwan, China, Korea), but people can group across those servers on a whim and play together.

    Since GW is largely instance-based there might be fewer performance issues to deal with than with WoW in this regard, but my point is I just don't see how one would dedicate a "news" story to this topic when a popular title like GW has already tacked the issue.

    Or did I totally misunderstand the topic altogether? It could be ^_^

    --
    I like basketball!!1!
    1. Re:Guild Wars has had "one world" for 2+ years by Anonymous Coward · · Score: 0

      You misunderstood it. Guild wars is instanced.

    2. Re:Guild Wars has had "one world" for 2+ years by Sciros · · Score: 2, Informative

      Hmm actually looking closer, I understood it far better than you did, it seems. Guild Wars is instanced for "monster-filled" areas. Not for anything else. The Slashdot story deals in large part with the game economy, and in Guild Wars this market economy exists and is driven by transactions across an entire continent (North America or Europe, for instance). I get the impression from the story that such is not the case for WoW.

      --
      I like basketball!!1!
    3. Re:Guild Wars has had "one world" for 2+ years by The+Living+Fractal · · Score: 4, Interesting

      Tackled the issue my ass.

      GW doesn't allow a thousand players to engage in an epic battle across miles of terrain. Let alone a hundred thousand or a million. You get split into identical but differently numbered shards and yes, you can move between them, but if a bunch of people want to meet up and have that huge, epic, battle, it's not possible in GW.

      I don't even want to think what the bandwidth requirements per CLIENT would be in a epic battle on the scale of D-Day or something similar with thousands of players moving and performing actions simultaneously.

      Let's imagine each client uploads 5kb/sec of action data to the server. If there were 1000 players in the battle doing this simultaneously then each client would need to download 999*5kb/sec of data to say updated in the battle. So, close to 5 megabytes per second. I.E. you'd need to have a 40 megabit internet connection running at it's full capacity and with a good ping time to be able to even stay current with the battle.

      Just drop it down to 1k/sec. You'd still need an 8mb connection running at full capacity.

      This is why epic, world-sized battles aren't a reality in MMOs. GW cannot do this.

      --
      I do not respond to cowards. Especially anonymous ones.
    4. Re:Guild Wars has had "one world" for 2+ years by vjmurphy · · Score: 1

      Guild Wars isn't really an MMO, either. It's a graphical lobby leading to instanced worlds. The lobby portion is partially MMO, I suppose, but quite unlike Everquest/WOW/Etc. Dark Age of Camelot allows movement between servers, though (nice for older games, so that you are consolidating the player base a little more).

      I'm not so sure I want one server for everyone, though: some games have certain RP elements that attract a certain crowd, so having RP servers is a nice way to make a community; same for PVP servers.

      --
      Vincent J. Murphy
      Spandex Justice
    5. Re:Guild Wars has had "one world" for 2+ years by Remus+Shepherd · · Score: 2, Informative

      Guild Wars also splits the city zones up by geographic location and load. You might have US Servers 1-4, Internationals 1-3, etc, all for one city zone.

      It's not a true 'one server' solution. It is, however, a very smooth and well thought-out system of instant on-demand character transfer between servers.

      --
      Genocide Man -- Life is funny. Death is funnier. Mass murder can be hilarious.
    6. Re:Guild Wars has had "one world" for 2+ years by Anonymous Coward · · Score: 0

      The "World" of Guild wars is a glorified chat room and handles no where near the amount of data that a single WoW continent does. Battle.net does basically the same thing as Guild Wars does now but without the graphics. Each "Instance" is guild wars is essentially just a game of Diablo 2 running and the "World" is just battle.net.

    7. Re:Guild Wars has had "one world" for 2+ years by Sciros · · Score: 2, Interesting

      I'm not sure that what you're talking about is what I'm talking about, or what the story is talking about. The story I think is mostly about economy and economic transactions and such. GW handles those on a continent-wide level. As long as you're in America, you'll be affected by every "material" transaction in America.

      Is the article linked to about creating 1000-man battles? Because server load would be far from the only issue. Exactly right when you say bandwith requirements. There's also the issue of RAM. Even loading into an area with 1000 engaged combatants would take FOREVER on anything other than the beastliest of computer systems.

      --
      I like basketball!!1!
    8. Re:Guild Wars has had "one world" for 2+ years by toleraen · · Score: 1

      Say it with me, "Guild Wars is not an MMO". If you want to claim that GW figured this out ages ago, then I'm going to claim Battlenet did it before. One huge chatroom with instances.

      With the instances the developers know pretty much how much processing power they'll need, since there's only so much that can go into one instance at a time. I'm not saying it's easy to figure out, but knowing that only 6 or 7 people (can't remember what it is in GW) per instance means you can limit the processing power required to run that area. I'm guessing they could send that instance off to which ever server has the resources to do it as well.

      This is a convenience MMOs don't have. You have 10s of 100s of zones, and at any one point in time 200+ people could decide to gather in any one of them. There are a very limited number of areas in GW where there could be that many people at any one time. Easy to predict. Not as easy in a MMO. That's the problem this article is trying to address.

    9. Re:Guild Wars has had "one world" for 2+ years by The+Living+Fractal · · Score: 1

      Well, from my perspective the issue is that this chunking of players into shards with artificial limits is exactly the problem new technology is trying to overcome. It's the only way you can achieve certain activities, such as real-time battles, or stock trading for that matter. On some level the connection between entities in these networks has to be constant, or 'real time', enough that the system knows what each entity is doing at every point of the smallest defined unit of time to avoid discordance when the separated entities recombine into a same-level abstraction. Either that or you have to wait for validation of data, cross-checking, error checking, conflicts between the data sets, etc ,when they recombine to that level. From which you lose the ability to have a fast-acting environment of multiple entity interaction, which is essential to what MMOs are really trying to accomplish. I.E. to really put the "Massive" in MMO.

      --
      I do not respond to cowards. Especially anonymous ones.
    10. Re:Guild Wars has had "one world" for 2+ years by drspliff · · Score: 2, Insightful

      It's not necessary to have DATARATE*NUMPLAYERS of information broadcast to every client which is the design of most multiplayer FPS games, but it's the easiest thing to do - having the server act relatively dumb and handling basic physics & movement control (basically just stopping the client from cheating, and implementing the rules of the game).

      If you take some basic principles, such as level of detail that you expect to see or not see:

        * In a 1000 person match it's highly unlikely that it would be structured so that you could see all 1000 people at any one time. So the server only sends updates about stuff the client needs to see.

        * It's highly unlikely that you'd need to have 60fps updates for people or objects that are bearly visible and very far away (hence, fogging or blurring far away objects). Maybe we cut this down to 320 bytes per second per person/object (16fps, 20 bytes of minimal movement info).

        * The closer something is - the more granular the updates are, going upto maybe 10kb/s for clients & objects around you.

      Sure this takes a lot of processing on the server side; calculating the visibility of every object before sending updates, but I think the payoff for doing it would be worth it.

      Secondly - I have a 20mbit cable connection at home, and reguarly get 1.5-1.8mb/s downloads to servers in the same country, so the speeds you're talking about aren't too unrealistic - the technology and bandwidth is there but a lot of the time game developers just aren't using it.

      You can apply the same principles to any message routing architecture (like stock markets, realtime weather, datacentre monitoring etc.) - providing average values or no information about targets or sources which are of no interest, and progressively more information about things that the client needs to know about or are most important (e.g. realtime graphing of the critical database servers, and less detailed information about everything else).

      Couple this with p2p connections (e.g. the servers connect directly to you to provide realtime information) and it can scale very well :)

      Just some food for thought,
        Dr.

    11. Re:Guild Wars has had "one world" for 2+ years by greg_barton · · Score: 1

      Let's imagine each client uploads 5kb/sec of action data to the server. If there were 1000 players in the battle doing this simultaneously then each client would need to download 999*5kb/sec of data to say updated in the battle.


      Not at all. The information transferred between players is not a completely connected graph. For instance, if I'm looking away from player A there's no need to update player A's visual information.

      This is similar to the real world. If I'm a mile away from an explosion in a battle I don't get as much information from it as someone 100 yards away. (And, of course, one yard away I get too much information...) At one mile I might know general direction from the sound of the blast, but not much else. In other words, the server would have to determine what portion of the 5kb/sec of action data from each player is uploaded to me. That's the complex part.
    12. Re:Guild Wars has had "one world" for 2+ years by elrous0 · · Score: 1
      You know it really pisses me off when WoW snobs say "Guild Wars really isn't an MMORPG." Let's see:

      Massive: You bet
      Multiplayer: Yep
      Online: Definitely
      Role-playing Game: That too

      And Guild Wars actually let's me communicate with EVERYONE in a given city and travel easily between servers, unlike WoW which locks my character into one server and charges me $12 to do a simple move.

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    13. Re:Guild Wars has had "one world" for 2+ years by The+Living+Fractal · · Score: 1

      The location of all players near you or in your potential visual field must be sent to you at all times. I can flick my wrist and turn around much faster than my ping would update player positions of people behind me but in my potential view. If the server hadn't been sending the data already I would turn around and see nothing, then someone would appear before me when the network caught up. Doesn't work like that. As soon as I flick my wrist the player is in view.

      As long as a player is in your potential field of view, whether 1 foot or 1 mile away, the server will need to provide up-to-date information on their position. If a player is behind a world object then the server can decide not to send that data until they approach edges of each other's FoV. This is illustrated in games where people use cheats such as aimbots. As soon as a player crosses into the cheater's available FoV (even if behind them) the aimbot spins and fires -- but no sooner.

      I think in this respect this is where games differ from systems like the stock market. And I'm not sure this is relevant to the story. Or maybe it actually highlights that the story was off the mark from the start. I don't know. It certainly seems to show me that it's even tougher for games than it is for some systems... And the story may be trying to say this, to which the question becomes: So what? Games need this, nothing else really does. It's irrelevant.

      --
      I do not respond to cowards. Especially anonymous ones.
    14. Re:Guild Wars has had "one world" for 2+ years by The+Living+Fractal · · Score: 2, Informative

      It all depends on the viewing distance. In today's most advanced games the viewing distance is measured in miles, or close. It would be very easy to expect that in a game with 9 million subscribers (if the game was on a single world server and not split up) that 1000 players within each others' views would happen at times. In WoW I think my max viewing distance to seeing other players is maybe 1000 yards. It certainly isn't a mile. But consider this: With WoW's technology (as supposedly advanced as it is) I have seen battles with 200 or so people all in each other's view. The zone ground to a halt and latency flew. Everyone lagged and the game became unplayable.

      This is pretty bad, considering WoW is a game that everyone expected (probably unrealistically) to be able to deliver battles on the scale of all-out war, and not simple skirmishes that lag everyone to death. Of course, it was never meant to be. Perhaps in WoW 2.

      I saw the same thing in Star Wars Galaxies. One time the server I was on scheduled a battle royale between the Imperials and the Rebels. We chose a desolate point on one of the planets as our battleground. We lined up, at about max viewing distance from each other. There were maybe 150 players amassed ready to battle. The battle started and pretty much everyone not on a beefy connection lagged hard. You could see people just running straight with no control over their characters, off into the distance, because they were so lagged. That was when I realized that MMOGs would be a long time coming before they could really deliver the promise of epic scale battles like I wanted.

      --
      I do not respond to cowards. Especially anonymous ones.
    15. Re:Guild Wars has had "one world" for 2+ years by drspliff · · Score: 1

      Just as a disclaimer, the only MMORPG i've ever played is EVE Online - and only because my flatmate was addicted and tried to get me addicted.

      I do see what you mean though, even if you average at maybe 3k/s (not including packet overhead) per player, with 150 you've averaging ~570kb/s which does need a pretty beefy connection, you could probably bring this down to 300kb/s by reducing the update frequency for players out of your immediate vicinity.

      Still - I know a lot of people who are on "broadband" but can bearly push 100kb/s, but I also know a handful of people (mainly in Tokyo) that are on 100mbit straight into their homes.

      There's no denying that in order to handle the kinda stuff you're talking about the bandwidth grows above what's normally available today, but the only solution I can think of would be for ISPs to start different pricing and bandwidth structures for different types of customers (yeah, I'm getting into net neutrality territory here).

      Imo there could be a lot of benifit if bandwidth was brought higher into the state level (from a socialist point of view) instead of being the domain of individual companies to invest in new technology when the current stuff is raking in a nice profit at half capacity.

    16. Re:Guild Wars has had "one world" for 2+ years by greg_barton · · Score: 1

      All information about a player's actions do not need to be sent to all other players in the game. You plainly don't understand that concept.

    17. Re:Guild Wars has had "one world" for 2+ years by Incy · · Score: 1

      1kilobit/second? where are you getting that number? *sniff* Smells like it came out of your butt. Best case they should only have to transmit key press/release, mouse press/release, and perhaps point of view changes. Don't get me wrong.. its still a big problem, and consolidating that information for quick redistribution to the other clients is a real pain... and something to avoid..:)

    18. Re:Guild Wars has had "one world" for 2+ years by cowscows · · Score: 2, Insightful

      I've seen 1000 player battles in EvE-online, and it isn't pretty. The setting for EVE is in space, so that helps some, because it spreads everything out more and there's not really any terrain and such to worry about rendering, but it's still bad. My computer has a few good years behind it, so I have frame-rate issues with just a couple hundred ships on grid, but some people with better setups have said that their frame rate usually isn't bad.

      The real problem that EVE has is the server. It just chokes on keeping track of all those ships, and then once shooting starts and it has to do calculations for all of that, and people are jumping in and whatnot, things are generally unstable and the whole game is liable to crash.

      It's certainly not an easy problem, the servers have to not only keep track of where all those ships are and what they're doing, it also needs to send a bunch of that information to each and every other player in range. The amount of data that needs to move back and forth pretty much scales exponentially, so I'm not sure if the hardware can every really keep up with what we wish was possible.

      --

      One time I threw a brick at a duck.

    19. Re:Guild Wars has had "one world" for 2+ years by The+Living+Fractal · · Score: 1

      You plainly did not read my comments. Or fail at reading comprehension.

      I never stated such a thing, and if you can find where I said that and quote me on it, I'll eat my hat. (it's made of cotton candy btw)

      --
      I do not respond to cowards. Especially anonymous ones.
    20. Re:Guild Wars has had "one world" for 2+ years by The+Living+Fractal · · Score: 1

      I could see how this gets into net neutrality... and government regulation. I don't want that though. I'd rather just let good ol' competition do it for us. That's what brought me from all text MUDs to my current favorite: Tabula Rasa. (closed beta incidentally, lots of people on the server usually though). Tabula Rasa is a FPS/MMORPG hybrid which allows you the choice of playing in FPS or MMO mode. I choose FPS mode and find it to be very entertaining. It has a nice big world with good artwork and sounds, though it must split in shards to handle the player loads. I.E. a zone called Wilderness on the planet called Foreas will have multiple instances that you can move between if you like.

      It comes out next month. Then Hellgate: London comes out. And I lose a chunk of my social life for a while ;p

      --
      I do not respond to cowards. Especially anonymous ones.
    21. Re:Guild Wars has had "one world" for 2+ years by greg_barton · · Score: 1
      I refer to the original quote:

      Let's imagine each client uploads 5kb/sec of action data to the server. If there were 1000 players in the battle doing this simultaneously then each client would need to download 999*5kb/sec of data to say updated in the battle.

      Methinks you fail at writing comprehension.
      My assertion is that each client need not download all information that every other client uploads. Your statement asserts that every client would need to do that. Though I'm sure you'll find some way to wiggle out of that, or deny that you really meant something you didn't say. Don't bother. I'm done with ye. Declare victory and go home.
    22. Re:Guild Wars has had "one world" for 2+ years by The+Living+Fractal · · Score: 1

      I guess I could've been clearer what I meant by "action data". Nevertheless... I meant data that makes the player move around or perform actions. Given that I also stated these players were all involved in the same battle, it would follow that this action data must be sent to all the other players around said player in order for everyone to see what everyone else was doing.

      This isn't about 'winning'. And I can't go 'home'. I, like most other /. trolls, am stuck at work! There, did I successfully wiggle out of it?

      --
      I do not respond to cowards. Especially anonymous ones.
    23. Re:Guild Wars has had "one world" for 2+ years by The+Living+Fractal · · Score: 1

      The packets (plus overhead) to transmit your vectors/etc is not on keypresses alone. It must be based on a unit of time. I happen to think the millisecond works, though I imagine that even averaging 5 millseconds would work. Let's say the update time is 5ms for the sake of argument. That would mean 200 updates per second. At only 5 bytes per update (which I guess is possible) that is 1kb/sec.

      Look, I don't know the real numbers, and I am willing to be they're different for each game. Why don't you get some software that shows you how much bandwidth (up and down both) that a particular game is using and see for yourself. Of course, this won't be able to tell you how much of that the server actually sends to the other clients... unless you get crafty with it. I leave that to you.

      But yes, I stand by my wild-butt-monkey ideas. At least I am trying to be conservative with my estimates :(

      --
      I do not respond to cowards. Especially anonymous ones.
    24. Re:Guild Wars has had "one world" for 2+ years by poettim · · Score: 1

      Maybe you could get that 5 kb/s of information about other players just for the players immediately around you. You'd need detailed info about what their doing and saying and so forth. But for players you couldn't immediately observe or interact with, say people farther away, you might need only 1 kb/s of information. I realize that this would require a kind of "fog of war" where you see clearly what's right around you and what's farther away is blurry and indistinct. There are considerations of overall bandwidth too. In a 1000-player battle, the information (i.e., bandwidth) requirements for a user who's in a pit up to his eyeballs and can barely see half a dozen people (total requirement = 6 nearby people x 5 kb/s + 0 other people x 1 kb/s = 30 kb/s) is a lot lower than a user who's stationed on a hilltop and has a telescope in his hand (total requirement = scores of people in his immediately eyesight x 5 kb/s + 100s of others who are less distinct x 1 kb/s = 500 kb/s). Maybe unless you have a broadband connection, don't position or maneuver yourself to where you will require more information about the battle than you can conveniently download. ("I ain't runnin up that hill--my system will crash!")

    25. Re:Guild Wars has had "one world" for 2+ years by Antony.Muss · · Score: 1
      The server doesn't need to communicate the entire state of the surrounding area of a player to that player every arbitrary (but likely short) interval of time. It can just give the entire state once, in the beginning, and then communicate changes—changes that might not happen every period. For example, in an environment with two players, the server can do:

      (time : data)
      05ms : There is a ship at (100,30), and you are at (40,40).
      10ms : There is a ship at (110,30), and you are at (40,40).
      15ms : There is a ship at (120,30), and you are at (40,40).
      20ms : There is a ship at (130,30), and you are at (40,40).
      25ms : There is a ship at (140,30), and you are at (40,40).
      30ms : There is a ship at (150,30), and you are at (40,40).
      35ms : There is a ship at (150,30), and you are at (40,40).
      Or it can do (yeah, I'm starting at 5ms for some reason):

      (time : data)
      05ms : There is a ship at (100,30) going (+10,+0)/5ms, and you are at (40,40) stationary.
      10ms : .
      15ms : .
      20ms : .
      25ms : .
      30ms : The ship stopped.
      35ms : .
      That could be the difference between 9 bytes / 5ms is 1.8KB/s, and maybe (15 bytes + 4 bytes) / 30ms is 0.64KB/s. (Assuming various data structures without thinking it through).

      I'm not sure if you're acknowledging that or not, but that's what the GP means.
    26. Re:Guild Wars has had "one world" for 2+ years by The+Living+Fractal · · Score: 1

      Yes, that was a good way to illustrate that every time something changes the server has to update the client. (And vice-versa, but we aren't concerned with your client upload requirements being that they shouldn't be the problem here.)

      My only point, largely lost in the details, was that in today's games with today's internet connections in today's average household one cannot expect to be involved in battles of epic proportions because the bandwidth requirements are simply too great. Even with advanced network programming using methods like you've shown. In actuality, the network requirements have gone up, and so have the computing (CPU, graphics, memory, HDD, etc) requirements for the client. However, I think most of today's good gaming PCs can handle the polygon count/CPU loads a lot better than their internet connections can handle the bandwidth loads. (Keeping in mind the context of very large battle scenes).

      I really have no hard numbers here, which I would really like to have. I just have experience with said large concurrent user counts in battles in today's MMOGs. The result is always very poor.

      --
      I do not respond to cowards. Especially anonymous ones.
    27. Re:Guild Wars has had "one world" for 2+ years by machinegestalt · · Score: 1

      These sorts of problems are solved by a little bit of advanced engineering. You just have to be smart about it. The biggest issue is actually server load, not bandwidth or memory - Of course, by using your clients as a platform for distributed computing (with suitable censoring, randomization and possibly multi-client verification) this could be ameliorated to some degree. It would probably make economic sense just to bite the bullet and outlay some extra cash for servers in order to make cool stuff like this happen - not like Blizzard isn't making cash hand over fist.

      If I were to tackle this issue I would probably implement an adaptive density partitioning algorithm based on predicted resource availability. Things which have unpredictable behavior, things you are interacting with or which you have a high probability of interacting with in the very near future get love and things which for all intents and purposes are scenery or are very predictable can be simulated on the client side with very infrequent updates from the server. Smart lag :D

    28. Re:Guild Wars has had "one world" for 2+ years by vertinox · · Score: 1

      So, close to 5 megabytes per second. I.E. you'd need to have a 40 megabit internet connection running at it's full capacity and with a good ping time to be able to even stay current with the battle.

      Microsoft of all people was developing a technology called DonnyBrook which would theoretically allow a thousand player Counter Strike match. It basically creates something called guidable AI which only 4 players actually sends information to each other player and the "AI" assumes or takes control of everyone else out of your focus and only updates ever now and then from them.

      Otherwise here is the direct link with the MS interviewee about said technology: http://www.youtube.com/watch?v=ZrMzxOmQtJg

      But I think this of course my be a Vista only or Xbox360 only technology but they said they plan on licensing it and have a working tech demo with Quake 3.

      --
      "I am the king of the Romans, and am superior to rules of grammar!"
      -Sigismund, Holy Roman Emperor (1368-1437)
  5. NASDAQ MMO by Digital+Vomit · · Score: 4, Funny

    NASDAQ, for example, can be thought of as a very large MMO...

    And you thought the grind in WoW was boring!

    --
    Modern copyright is theft of culture from everyone and it retards the progress of the useful arts and sciences.
    1. Re:NASDAQ MMO by HarryCaul · · Score: 4, Funny

      Leveling up in NASDAQ is a lot more fun than in WOW. The gear is a lot better too.

    2. Re:NASDAQ MMO by Achoi77 · · Score: 2, Funny

      yeah, but it really really sucks when you get PK'd in NASDAQ. Nothing you earn is nodrop/soulbound

    3. Re:NASDAQ MMO by Anonymous Coward · · Score: 0

      You and I appear to have different definitions of the word "fun"

  6. Worst. Pun. Ever. by Valdrax · · Score: 4, Funny

    Personally, I locked onto to the "graphically intense" part of that comment.
    Doesn't seem to me that thousands of stock-trend charts and graphs really count, unless you're making a terrible pun.

    --
    If it's for-profit but free, you're not the customer -- you're the product (e.g., the Slashdot Beta's "audience").
    1. Re:Worst. Pun. Ever. by 2nd+Post! · · Score: 2, Insightful

      You try to open a thousand pages with a thousand flash-powered stock charts and see how YOUR system handles the load.

  7. Imagine by mfh · · Score: 0, Redundant

    A beo~ oh nevermind... wrong direction!

    --
    The dangers of knowledge trigger emotional distress in human beings.
  8. One world MMO? by sanosuke001 · · Score: 2, Interesting

    I don't see how that is even feasible. I don't play WoW because it's a horrible game. However, I have tried it. Now, there's what, 8 million subscribers? Let's say 1/4 of them were logged in at once.

    First, can a server even handle 2 million simultaneous logins? I bet they could do something, but it would cost a LOT more than splitting them up into managable chunks.

    Second, the game world would have to be enormous in order to give people enough room to move around and do their own thing. Just imagine hunting a single boss, 300 people at the same time trying to kill one monster... it'd make me quit.

    Now, the game dynamic would have to be changed and yes, that is possible. But at this point in time, I don't think it's physically feasible to run a virtual world the size something like this would have to be in order to fit everyone in at the same time. Zones lag enough as it is. And updating every user's stats? Unless we all have 1000mbit internet connections, I don't think we even have enough bandwidth. And the travel time in-game for that kind of world? You better give everyone instant teleport to any destination or nobody's going to want to move around...

    --
    -SaNo
    1. Re:One world MMO? by everphilski · · Score: 0, Troll

      First, can a server even handle 2 million simultaneous logins?

      Distributed computing. You have your world spread across multiple servers, with certain zones on certain servers. It is done this way already in modern MMO's.

      Second, the game world would have to be enormous in order to give people enough room to move around and do their own thing. Just imagine hunting a single boss, 300 people at the same time trying to kill one monster... it'd make me quit.

      (1) bigger world with more targets
      (2) instancing - allow multiple groups of people to have-at the same target at the same time. Everquest had this since 2003, and WoW does this too on certain targets.

      And updating every user's stats? Unless we all have 1000mbit internet connections, I don't think we even have enough bandwidth.

      And the travel time in-game for that kind of world? You better give everyone instant teleport to any destination or nobody's going to want to move around...

      Or spread it out logically. Theres no reason a max level character should travel to a noobie zone unless (1) it is for a quest or (2) they are trying to twink out a new friend. So lay out the world such that they progress from easy to hard. Travel won't be difficult if you follow the natural progression. More zones - less people - less updating.

    2. Re:One world MMO? by Anonymous Coward · · Score: 0

      Unless we all have 1000mbit internet connections,

      That would be a serious downgrade, wouldn't it?

      (M)ega- is significantly different than (m)illi-!

    3. Re:One world MMO? by archeopterix · · Score: 1

      Zones lag enough as it is. And updating every user's stats? Unless we all have 1000mbit internet connections, I don't think we even have enough bandwidth.


      Not "we all" - only the game servers have to be connected with ultrafat low latency pipes. "We all" are supposed to log onto the nearest server and be happy with our current bandwidth. The technical problem is in making the distributed servers act transparently as one big server to "us all", so that Joe, Ivan and Taro from Australia, Russia and Japan can band together and kick a bosses ass in realtime, each one logged onto his own local server.
    4. Re:One world MMO? by Ant+P. · · Score: 1

      And updating every user's stats? Unless we all have 1000mbit internet connections, I don't think we even have enough bandwidth. That's as wrong as saying 3D games will never work because no video card is fast enough to render every polygon in the entire map at a decent framerate.
    5. Re:One world MMO? by The+Living+Fractal · · Score: 2

      The GP is correct. During certain situations where concurrent actions are at a high level, such as large battles, the required bandwidth rises linearly with the number of players on the field. To truly create a battle where thousands of players are involved at once would exceed the bandwidth available by most of today's household internet connections by a large amount.

      --
      I do not respond to cowards. Especially anonymous ones.
    6. Re:One world MMO? by geeknado · · Score: 1

      Having a single "server" doesn't necessarily imply single instances of individual zones, and those instances/the zones can be distributed to multiple physical servers. 1 million subscribers might technically be in the same 5 zones, but there may be 30 instances of those zones. They may not all be occupying the same virtual space, but they would have the capacity to trade with any player on the server, co-exist in guilds with anyone on the server, etc...You would never have the experience of running into an old friend, finding out you play the same game, and then discovering that you've invested your time on different servers, thus preventing you from playing together.

  9. Obligatory Second Life Comment by cruachan · · Score: 4, Interesting

    Obligatory to mention it, but this is of course what Second Life does, and one of the reasons why it's interesting. With SL all assets are stored online, not on your local PC (preloaded from CD or whatever) and everyone is in the same world. Anyone who witnessed the growing pains of SL over the first part of the year when concurrency went from under 10,000 to 30,000 plus will be more than a little aware that what they had didn't scale, although they do seem to have a handle on it now and conccurency of 50,000 is just about bearable.

    1. Re:Obligatory Second Life Comment by anomalous+cohort · · Score: 2, Informative

      this is of course what Second Life does ... everyone is in the same world

      Although it is true that there is no end user experience of selecting a world, my guess is that it is still a shard based architecture based on location within the world. I base that guess on the observation that object rendering and latency seems to be dependent on the number of people and objects in an area. A densely crowded area has much more lag then a sparely populated area. It is not dependent, however, on how many users are currently logged in to the world.

      It seems to me that SL is multi-shard but you don't explicitly select the shard. Moving from one part of the world to another may move you to a different shard.

    2. Re:Obligatory Second Life Comment by cruachan · · Score: 2, Informative

      You are correct to some degree, in that the Second Life 'Grid' is made up of about 10,000 'sims' each of which equates to a cpu and holds an area of land int he grid. Your avatar is always located in a sim, and you move between them when moving around the world. One of the issues is that a sim can currently hold about 50-70 avatars in one place (although you can hold a meeting at a corner and up this to 250 or so).

      However in practice this is a relatively minor consideration. More specifically anyone inworld can talk to (IM) anyone else logged on at the same time, and all assets are held in one database, so neither people or possessions are sharded in any way whatsoever.

      Lindon Lab have apparently declared that the current architecture should manage up to 100,000 concurrent connections. I'm not sure I believe that, but one of the reasons I've come around to thinking that Second Life in whatever form it evolves into over the next few years, will be the dominent virtuality going forward is because LL have faced and tackled the scalability issues so far with reasonable (not brilliant, but ok) success. There's more first mover advantage there than is commonly realized.

  10. EVE is a special case by BarneyL · · Score: 2, Informative

    The article seems to miss that EVE being space based allows a huge environment to be created easily, a few random number generators and a bit of tweaking and you have a whole universe of stars and asteroids and it's easily extendable after that.
    The landscape in the likes of WoW is a lot more design intensive, you have features and locations with NPCs and dungeons and so on put in place. To double the population on the server you would need to either double the design/quest writing hours, add in a bunch of fractally generated landscape that would be relatively boring and largely pointless or go with the EQ2 route of opening up instances of zones which always seemed artifcial to me ("Hey are you in Common Lands 1,2,3,4 or 5?").

    1. Re:EVE is a special case by Howitzer86 · · Score: 1

      Right, the procedural nature of EVE makes it easier... but they still need a super computer to handle all the players and the market.

    2. Re:EVE is a special case by EnsilZah · · Score: 1

      It might be less trivial than EVE but I think making a rough sketch of continents and such and then letting the details be algorithmically generated shouldn't be that complicated.
      They can always tweak the stuff for specific places later.

      What I would like to see is a more dynamic world.
      I haven't really played any MMOs since Dark Age of Camelot so I'm not sure what the state of NPCs are nowadays, but I think it would be interesting to see monsters migrate across the game world, players and NPCs building new cities.

    3. Re:EVE is a special case by Odin_Tiger · · Score: 1

      Eve handles lots of other things, though, that you don't see in other MMO's. Each shot from each gun on each ship takes into account tracking speed on the turret, range of the target, size of the target, speed of the ship and the target, which direction they're moving in relative to each other (to get relative speed and angle), damage type, resistances, capacitor use, ammo use, possibly damage to the turret and nearby turrets...

      There are many complex issues that the game takes into account, even when you're just flying around, not really doing anything. Compared to most other games where you cast a spell, the dice are rolled, a multiplier may be applied if you're using fire on a zombie, and that's about it, or where running around pretty much just involves animating your character's legs and moving you across the landscape. Generating a landscape isn't the hard part. Once it's there, you're done, and the client side handles the problem of displaying it. All the other stuff arguably makes Eve a harder problem, not an easier one.

      --
      Unpleasantries.
    4. Re:EVE is a special case by Daengbo · · Score: 1

      I made a comment similar to this, probably last year, on another Slashdot story. I find the description of EVE interesting, especially when talking about rising to power then trying to protect yourself and surround yourself with trustworthy people.

      I don't play MMORPGs, but I might if I felt like I had a real chance to make changes in the world. Some battle between wizard players creates an area which is uninhabitable. The economy is real. People can build towns. Give me random natural disasters like earthquakes or hurricanes to wipe out large cities. I'd even like it if death were real (in the normal, RPG sense of the word) in the game: Now THAT would make you think about how to protect the character you'd just invested 100 hours in. If there were more "realism" (yes, I understand the contradiction there), I would be more likely to play.

  11. apples vs. oranges by achilles777033 · · Score: 1

    The author needs to not compare apples to oranges. WoW and EVE might both be round (MMO), but they aren't the same, 200k isn't even in the same ballpark with 9 million. The author needs to do some more research before they try and compare the two. How many WoW players are there per shard, for instance? I'd not be surprised if there were more than 200k players on some of the larger WoW servers.

    and that bit about 40-on-40 battle size for WoW is totally bogus. That might be the largest battleground instance, but I guarantee that there have been larger PvP battles in some of the major cities. I've personally seen multi-raid group per side battles in some places. Not to mention the number of people who were on hand for the opening of the Gates of AQ and the Dark Portal.

    1. Re:apples vs. oranges by Etrias · · Score: 1

      Just as a clarification, that's 200k on one continuous world. WoW is conveniently broken up into several servers to handle the load. A more apt comparison would be a universe (EVE) compared to a multiverse (WoW).

      I'm pretty sure that WoW doesn't have 200k on just one server. They'd only need 40 servers then.

    2. Re:apples vs. oranges by tibike77 · · Score: 1

      WoW servers and status info

      34 "High" population PvP servers
      31 "Medium" population PvP servers
      36 "Low" population PvP servers
      17 "High" population regular servers
      69 "Medium" population regular servers
      13 "Low" population regular servers
      22 assorted population density "special" servers
      = 222 servers

      The total AVERAGE number of USERS on a server would therefore be in the 40k area.
      As for the activity level, I'd be seriously surprised if they manage to have over 10k concurent users online on any of them, more like 5k tops probably.

      --
      By reading this signature you agree to not disagree with the post you just read.
    3. Re:apples vs. oranges by TheBOfN · · Score: 1

      That was only North American servers.... The 8 million or whatever players are world-wide. There is a fair number of servers in europe as well (though less than N.A.), and I have no idea how many there are for Korea and China... Assuming half of the players are on the 222 servers you found, the average gets dropped down to something closer to 20k... Divide further down on around 40-50 zones/cities, and you get 4-500 people in each if *everyone* was online at the same time...

    4. Re:apples vs. oranges by FlyveHest · · Score: 1

      Saying 200k and 9mil as regards to Eve and WoW is not at all interesting, this is paying subscribers, not concurrently active players.

      As far as I know, a single server in WoW holds about 2-3000 players when it peaks (haven't played in a while), while Eves peak record is somewhere in the regions of 35000 players, in the same world.

      Sure, WoW has way more active players at any given time, but they are spread over countless Shards, not being able to interact or communicate with more than the 2-3000 people on their own server.

      If you wanted to, you could fly round and say hello to all 35000 players in Eve.

  12. The problem is surge capacity by Maxo-Texas · · Score: 1

    In EQ, when they would try to run a special event, a large number of players would try to join and crash it.

    If you have 100,000 users and some kind of non-instanced shared event (say you tried to have a virtual stadium where spectators in the stands saw an event below) the capacity required is beyond the capacity of current hardware.

    --
    She was like chocolate when she drank... semi-sweet at first and then increasingly bitter.
  13. OneWorld Problems? by Limburgher · · Score: 1

    Hell, which ones? Poor performance? Quirky configuration? Conflicts with IBM Director? Event Rules errors? Corrupted objects? Magic failing package deploys?

    Oh, wait, you didn't mean JD Edwards. Never mind. :)

    --

    You are not the customer.

  14. Three Things To Think About by WillAffleckUW · · Score: 1

    1. Many people don't want to play with their family. My son likes to grief, hold grudges, and seek vengeance. I like to Care Bear, focus on skills, and meander about, for example.

    2. The concept of being forced to play with people who think PvP is great just bores the tears out of me. Just as my RPG style probably does the same thing to PvPers. So, having a fractured community is kind of nice, and it's also good in that, should I totally mess up (as I did when I founded a Squirrelly Wrath guild on one server and "invited" someone that then insulted everyone he could find in multiple lands, making the guild a piece of shyte, well, I just created characters on a different server (sorry, Sisters of Elune, it wasn't me).

    3. Economics doesn't need to represent the world. Why should I want it to represent 250 million Chinese Gold Farmers? I'd rather it represent people from Ecotopia quite frankly ...

    --
    -- Tigger warning: This post may contain tiggers! --
    1. Re:Three Things To Think About by Anonymous Coward · · Score: 0

      You know your son griefs and don't try to stop him? Great parenting. Raising bullies is fun.

    2. Re:Three Things To Think About by WillAffleckUW · · Score: 1

      why thank you.

      We discuss such things. One learns morals by interaction.

      Want to talk family values? Let's see how all those "moral" people do in the real world.

      At least we talk about it. When one is a teen, it's easy to see things in black and white. Some people grow out of it, the rest remain neo-cons.

      --
      -- Tigger warning: This post may contain tiggers! --
  15. Re:dumbass by MiharuSenaKanaka · · Score: 5, Funny

    We have no choice! Our mod points can't repel flamebait of that magnitude!

  16. Wrong by Moraelin · · Score: 2, Insightful

    Actually, the devil is in the details: when you said that GW is instance based instead, then "one world" doesn't even mean the same thing as in WoW. GW, just like Diablo 2, is the exact opposite. Everything is instanced. It doesn't even _have_ a real shard or world, in the WoW sense.

    To illustrate what I mean: in WoW I can for example take a treck from Anvilmar to Ironforge to Stormwind to Goldshire (see for example the funny video with the 40 level 1 gnomes raid on Hogger for a group doing just that) and meet a few thousand players playing in the same world. _That_ is WoW's "world". And going "one world" would mean essentially all 9 million players literally running around in the same world. Not in instanced versions of it.

    Does any part of GW have that? No, I don't think so, everyone who isn't in your instanced game, just doesn't exist in your "world".

    Technically speaking, GW has lots of smaller shards, not one big world for everyone. It just invented a way to spawn new shards as needed, that's all.

    This isn't to say that GW is bad or that WoW is better. I can see the point in instanced content. But let's not go redefining terms for "my game can beat yours" willy-waving. Just having basically a lobby from which you can start an instanced game or join one, does not make a "one world game" in the sense discussed here. It's just not the same kind of "one world", so making the claim that it did it before WoW is meaningless. It's like saying that cats invented leatherworking because your cat has white "shoes".

    Wake me up when you can have 36,000 people in your GW game running around independently and actually randomly seeing or meeting each other. That's currently the average population per server in WoW. _That_ is the point at which you can claim with a straight face that GW even does the same thing in that aspect. Do it all in all world? Well, wake me up when it supports 9 million players in the same game, running around and whacking NPCs independently.

    And here's another thought, and what the guys in the summary missed:

    Chances are you don't even have enough geography for that. If you parked one player per square metre, you'd need a 3 km by 3 km world just to have the players stand there. If you want them to actually have some space to move around and hunt without stepping on each other's toes, you end up needing a world as big as TES Arena. Except at that point you also need a hell of a lot more quests (people won't be happy if they have to run an hour just to get to the next quest giver), and other problems start to creep in too. _That_ is why noone, WoW and GW included, ever tried doing that.

    So people coming up with ideas like "hey, look, it's technically possible" have just missed the point.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:Wrong by Sciros · · Score: 1

      Well you can randomly run into and see any of hundreds of thousands of players in GW at any point in time, but only as you go through outposts. Yes, it fragments the population, creating instances of towns and explorable areas and missions, but it does this in a "temporary" manner. And the economy, among other things is continent-wide in its effect, and does support transactions from all these players at once.

      My point is that with GW's approach even though players are temporarily fragmented, they are not closed off from other players completely. In WoW you cannot play with just anyone else on Earth, but in GW you can. So in that sense it is "one world." And that's the sense I was dealing in...

      I'm not saying GW is better or WoW is better or whatever. WoW's probably tackled a lot of other gameplay and immersiveness issues that GW never even attempted. I just don't know WoW well. All I can tell you is what GW does ^^

      --
      I like basketball!!1!
  17. Fixes one problem but makes more by AK+Marc · · Score: 2, Interesting

    If all of WoW was a single shard, what would the result be? With the existing world size, the population density would be insane. Somewhere around 100x a normal server or so. I've seen AHs with nearly 100 people in them, so how about the same with 10,000 fighting to get to an auctioneer? Or rather than fighting with 2-3 others camping the rare with the drop I need, it'll be 200-300 camping the 24 hour respawn. Or expand the world to a size that gets difficult to meet up with people unless you always get on and off where they are. What the WoW solution would be would to let people move characters around on servers easily. That way your choice of servers wouldn't be a problem when a friend mentions that he's on a different realm. But that would be hard to do now because of character names. And what about items that are hard to get and you not only camp the spawn, but pick certain servers to camp.

    I'm not saying that the problem can't be fixed, but it is something that would be hard, if not impossible, to fix in an existing large MMORPG without causing lots of trouble for the users.

    1. Re:Fixes one problem but makes more by Achoi77 · · Score: 1

      I wanted to see how big the in game world of Azeroth really was. Since Azeroth mostly contained two continents of roughly equal size, I came to the conclusion that 1 continent would be roughly the size of Manhattan.

      And at 9 million people, which is slightly larger than NYC, that would mean Azeroth would be about 1/2 as dense as Manhattan.

    2. Re:Fixes one problem but makes more by AK+Marc · · Score: 1

      Now, since it will be only one server, they'll have to decide whether to make it "regular" or PvP. I think it would be interesting to have it PvP. Oh, and bigger raids. I could see a 1000 person raid being common with so many people. But I see my FPS decreasing in cities with all the textures of the other chars, so what'll happen to the framerates with 100x the number of people to draw?

  18. You're confused... by DogDude · · Score: 1

    I don't know what "shard" means in this context. I'm going to assume it's a dorky way to say "server", but you're missing the point. The author is saying, "NASDAQ can do it. Why can't MMOs?", not the other way around. MMO's are really nothing new technology-wise. The difference is that no MMO comes even close to be as well built, technically, as say, the NASDAQ and NYSE. Those systems are incredibly high volume, and relatively stable. (Hint: They're not using MySQL).

    MMO's could certainly make certainly large worlds. The systems themselves are not all that high volume (hence the comparison to stock markets). It's just that none of them are built well enough to handle it.

    --
    I don't respond to AC's.
    1. Re:You're confused... by jandrese · · Score: 2, Informative

      Shards are basically entire instances of the game world. They may (and often are) spread across multiple servers, and it is theoretically possible (although unwise) to run multiple shards on the same server. To make a suitably geeky reference for Slashdot, Shards are sort of like parallel game world universes, only your character only exists in one of the universes not in all of them.

      --

      I read the internet for the articles.
    2. Re:You're confused... by Anonymous Coward · · Score: 0

      So if you get hit by a flying shard do you then have to say, "I sharted"? And what if you sharted in the woods and nobody was there...

    3. Re:You're confused... by Achoi77 · · Score: 2, Interesting

      This became popular when the first big MMO (Ultima Online) came onto the scene. In an intro movie of UO, you have some kind of evil wizard casting a spell to destroy the universe/take over the world (I don't remember exactly, it's been a while). Eventually the world gets.. encapsulated by some magic crystal ball that he had. Then came along the mysterious avatar to battle this villan, which during the course of the fight, the crystal ball falls over and shatters.

      turns out that the destruction of the crystal ball did not destroy the world/universe/whatever, but instead ended up creating 'reflections' of the world identical to the original. So now all the broken shards of the crystal ball contain a variant of the original world, which brings the avatar to start a new quest: how to bring the shards back together. (it looks like the devs at UO never got to this part :-P)

    4. Re:You're confused... by LauraW · · Score: 1

      ...which during the course of the fight, the crystal ball falls over and shatters.... turns out that the destruction of the crystal ball did not destroy the world/universe/whatever, but instead ended up creating 'reflections' of the world identical to the original.

      Interesting. I work at Google, and "shard" is Google-speak for one "partition" of a distributed system. It's also a verb: "shard it" is the usual response when someone has to write a system dealing with large amounts of data. And last year, some Google engineers open-sourced a sharded version of Hibernate (an ORM layer for Java) a year or so ago, and some of the papers on research.google.com talk about this technique too, I think. And on a lighter note, a couple of years ago someone replaced the "Shred-it" signs on some of our shredding bins with "Shard-it" signs.

      I don't know what the derivation of Google's "shard" term is, because our internal glossary doesn't have an etymology section and I'm not enough of an old-timer to know the history. I'll have to ask around.

  19. Other applications as well ... by ScrewMaster · · Score: 2, Interesting

    "... will have applications in any industry that requires spotting and reacting to trends", or "anything where behavior is dynamic and you need to move resources around rapidly."

    Like, say ... a battlefield or even a major military campaign. Eventually war is going to be a matter of software "generals" maneuvering resources and personnel around in order to achieve maximum effect. Something tells me the military may already be far ahead of what the massively-multiplayer folks are doing. Or maybe not: when you think about it, a closed universe interacting with millions of actual human beings is a great place to experiment with this sort of thing, and hey, you even get the players to pay for it.

    --
    The higher the technology, the sharper that two-edged sword.
    1. Re:Other applications as well ... by DerekLyons · · Score: 1

      "... will have applications in any industry that requires spotting and reacting to trends", or "anything where behavior is dynamic and you need to move resources around rapidly."
       
      Like, say ... a battlefield or even a major military campaign. Eventually war is going to be a matter of software "generals" maneuvering resources and personnel around in order to achieve maximum effect.

      You mean like they have since... well, time immemorial? Seriously, that's the definition of generalship in a nutshell - and they've been doing it for millenia. (Though logistics and operations research didn't become formalized until WWII.)
    2. Re:Other applications as well ... by ScrewMaster · · Score: 1

      Yes indeed, but I said software generals, as in "expert computing systems placed in charge of strategy and logistics", specifically referring to the eventual replacement of human military leaders with software. Of course, whether a computer will ever be able to replace a great leader is another issue entirely, but in terms of integrating vast amounts of real-time information from thousands of sources and formulating a sound battle plan ... well, that's something an expert system (or whatever we're calling AI in twenty or thirty years) will be able to do.

      --
      The higher the technology, the sharper that two-edged sword.
  20. What do you call it when a Shard craps out???? by madhatter256 · · Score: 0

    What do you call it when a shard server craps out? It sharded.

    --
    Previewing comments are for sissies!
  21. Nice Try by WED+Fan · · Score: 2, Funny

    You're trying to get me to say the name of that other Sandra Bullock computer movie.

    Well, it ain't working, sparky.

    --
    Politics is the art of looking for trouble, finding it everywhere, diagnosing it incorrectly and applying the wrong fix.
    1. Re:Nice Try by sheriff_cahill · · Score: 1

      You're trying to get me to say the name of that other Sandra Bullock computer movie. Well, it ain't working, sparky.
      Speed 2?
  22. Problem is... by omgamibig · · Score: 2, Interesting

    ...most worlds are simply to small. Imagine all WoW servers merged. You couldn't even enter a city. The worlds would have to be designed much larger. Could be truely awesome but I guess they just end up as big bleak planes of boring nothingness. Switching servers should be made as easy as possible. Perhaps like FPS, your character is stored on a central server and you simply choose a server, connect and start playing with your friends.

  23. RTA carefully by skeevy · · Score: 3, Insightful

    There are a few items of note:

    First, this George Dolbier says that MMOs and massively distributed financial systems share the same problems, and that the financial systems have gone a long way to address them. He says MMOs should adopt solutions applied to the finance sector.

    The second thing to note is that he talks about predicting and reallocating server computing resources. He's from IBM, who hawks services and products in this very area.

  24. Sharding in WoW really is a big pain by mdarksbane · · Score: 1

    Everywhere I go I have met people that I like in real life and who also play.

    Are any of them ever on the same server? No, of course not :(

    Of course, supporting the density of 9 million people on a single wow server would both require and allow massive shifts in gameplay. No more grinding thirty mobs at once - you've have to zerg rush a single murloc to get him down, or the world would be completely overrun in murlocs.

  25. EVE Propoganda by Anonymous Coward · · Score: 0

    Is it me or does it seem that all the scandal and internal cheating going on at EVE probably put a dent in their customer base. Now they ramp up the PR machine to protect their cash cow from imploding on itself. Other than a paragraph or two about WOW and the NASDAQ they go into too much detail about EVE.

    I mean really some crappy "independent" report and then interviews with the new EVE economist who never once addresses the cheating problems and the fact that EVE is not a closed system as it interacts with the real and parallel world.

    1. Re:EVE Propoganda by zippthorne · · Score: 1

      No, I think they probably got a lot of advertising out of that scandal.

      --
      Can you be Even More Awesome?!
    2. Re:EVE Propoganda by Anonymous Coward · · Score: 0

      Reporters are lazy as fuck. PR firms give them almost every piece except for breaking news crimes/disasters, human interest stories about some cripple whose wheelchair came from community fundraising, sports highlights, and the weather.

  26. Don't knock Tunnels and Trolls! by Valdrax · · Score: 1

    For even mentioning that movie, your Geek Factor suffers a -10 hit.

    You're RPG equivelant is now "Tunnels and Trolls", and your Star Wars equivelant is set to "Jar Jar".


    Are you knocking Tunnels and Trolls? T&T was a great "beer and pretzels" game of yesteryear. The rules were dirt simple in comparison to the fantasy RPGs of its day, and it didn't take itself seriously. What other game has spells like "Take That, You Fiend," giant squirrels as dungeon monsters, and modules with names like "Rat on a Stick" where you could either kill the monsters or set up a fast-food franchise for them. The T&T games I played back in the day were a heck of a lot more fun than the old D&D games.

    (Personally, given its age, I consider even knowing about T&T to be bonus geek points, but putting it in the same category as Jar Jar shows failure.)

    --
    If it's for-profit but free, you're not the customer -- you're the product (e.g., the Slashdot Beta's "audience").
    1. Re:Don't knock Tunnels and Trolls! by WED+Fan · · Score: 1

      Geek sophisticaton, my good man. DnD for Geeks, T&T for casual geeks. Star Wars for Geeked Geeks, Jar Jar Star Wars for geek wannabes.

      --
      Politics is the art of looking for trouble, finding it everywhere, diagnosing it incorrectly and applying the wrong fix.
    2. Re:Don't knock Tunnels and Trolls! by WED+Fan · · Score: 2, Funny

      Star Wars for Geeked Geeks

      I know I'm moving off topic and replying to my own post but I'm reminded of a few years ago, I was back in San Diego at the home office, I was the Far East Technical Training Manager for the company and GL had just re-released "Empire Strikes Back". I was in the theater with a bunch of kids who weren't born when it was first released. The kid next to me was mouthing almost every scene and getting all excited at the key points in the movie. When Darth announces he is Luke's father, this kid almost splooged the entire aisle, and reacted as if it were the first time he had heard the line.

      I know he's posting on /. around here somewhere.

      --
      Politics is the art of looking for trouble, finding it everywhere, diagnosing it incorrectly and applying the wrong fix.
    3. Re:Don't knock Tunnels and Trolls! by geniusj · · Score: 1

      For what it's worth, Dungeon Runners (a semi-free MMO) is like this and can be somewhat amusing for a few minutes :P

    4. Re:Don't knock Tunnels and Trolls! by Valdrax · · Score: 1

      I'm sorry, but you're going to have to explain in detail to me how picking (in the heyday of both games) 1st or 2nd edition AD&D over Tunnels & Trolls shows any sort of sophistication. The old AD&D ruleset was a complete mess whereas T&T offered a much simpler and more playable set of rules.

      Personally, I'd argue that a willingness to try games from less well-known publishers like Flying Buffalo instead of just following the mainstream shows a little more "geek sophistication." Besides, T&T is actually fun. Jar Jar never was.

      --
      If it's for-profit but free, you're not the customer -- you're the product (e.g., the Slashdot Beta's "audience").
    5. Re:Don't knock Tunnels and Trolls! by dedalus2000 · · Score: 1

      Not quite the same time period but Paranoia definitely fit the beer and pretzel bill wile maintaining geek cred.

      --
      My keyboads not woking popely.
  27. Wikipedia's big by Anonymous Coward · · Score: 0

    Just as a point of comparison, here's Wikipedia's architecture:
    http://meta.wikimedia.org/wiki/Server_layout_diagrams

    P.S. And for fun, here's the most ambitious MMO ever:
    http://www.metagovernment.org/

    1. Re:Wikipedia's big by Anonymous Coward · · Score: 0

      Yeah, and it's slow too.

  28. Easy to do by Synn · · Score: 1

    Go one of 2 routes:

    1> Instancing of all areas, ala Guild Wars style.
    2> Select your character, THEN choose your server, ala FPS game style.

    You solve two issues, it's easier to scale up when your game gets popular(no character migrations off of heavy servers to deal with) and it's easy to scale down when the game starts to die off(no annoying server merges).

    But on the downside you can't charge people $25 to move their character just so they can play with their friends.

    1. Re:Easy to do by DimGeo · · Score: 1

      2 would be great, I think. But then I remembered about the Auction House, the guilds, etc. - how should all that be handled? I expect it should be possible that all AH items should expire when you switch the server and you should auto-quit your guild (or make all the guilds global). It would be a great idea to have one global super-AH, but just imagine the runaway prices or speculations that could happen, or maybe the market self-regulation that this could bring... The possibilities seem endless...

  29. Not a technology problem! by MMORG · · Score: 4, Insightful

    I see this kind of thing pop up on a regular basis, and it always missed the point. This isn't a technology problem! Speaking as someone who's actually worked on multiple massively-multiplayer games, once you've got the server tech to support 10,000 people on a server cluster, there aren't a lot of technical obstacles to scaling that up to 8,000,000 people. Every part of the server cluster can be scaled out more or less infinitely if you apply the correct (and already well-known) engineering solutions. And money, of course.

    It's actually a content production problem. If you're going to put 8,000,000 people into a single virtual world, you have to have places for them all to go and not be horribly overcrowded. Ideally you want all those places to be unique, interesting, and compelling to play. The fundamental problem is that we simply don't know how to create that much content. Hand-crafted content is far too slow and expensive to produce at that scale, and auto-generated content is repetitive and boring. Eve Online manages to hold 200,000 players in a single server cluster environment only because all of its environments are the same random-generated solar systems. Once you've seen four or five systems in Eve, you've seen them all. Fortunately Eve's strength doesn't rely on the environments, it relies on PVP action. WoW couldn't get away with that.

    1. Re:Not a technology problem! by tkinnun0 · · Score: 1

      I see this kind of thing pop up on a regular basis, and it always missed the point. This isn't a technology problem! Speaking as someone who's actually worked on multiple massively-multiplayer games, once you've got the server tech to support 10,000 people on a server cluster, there aren't a lot of technical obstacles to scaling that up to 8,000,000 people. Every part of the server cluster can be scaled out more or less infinitely if you apply the correct (and already well-known) engineering solutions. And money, of course. Really? Because as I understand it, EvE Online does 40 vs. 40 battles fine but starts to struggle with 400 vs. 400 battles. With your technical expertise, they should be able to scale to 4000000 vs. 4000000 battles easily, right?

      What you are describing is chopping a one-world up to many-worlds, but you can't call the result a one-world. The one-world problem is very much a technology problem.
    2. Re:Not a technology problem! by 1.000.000 · · Score: 1

      How can you compare what EVE and WoW gets away with, when they differ so much in population numbers? You could probably find more players in WoW who could live with just the PvP system, then there are EVE players in total.

      In my opinion EVE gets away with a repetitive environment because people have very little reference to how it actually looks when your traveling through space.

      --
      This is a viral signature. You are now infected!
    3. Re:Not a technology problem! by MMORG · · Score: 1

      Yes, really. The "what to do when everyone in an MMO tries to pile into the same location in the world" problem is related to the "why can't we get rid shards and just have one big world" problem, but they're not the same problem.

      Today's sharded games already have the too-many-people-in-one-place problem. That problem is not directly caused by shards or the lack of them. For instance, Ironforge in WoW is a classic example. Everyone wanted to use the same auction house to take advantage of the large buyer/seller pool, but there was only one place you could access that auction house. Blizzard eventually solved that problem by adding more auction houses and having them all access the same shared auction list, and also by sharing the /trade and /lfg channels between the major cities. People spread out because they could get their needs met elsewhere and Ironforge became managable again. The problem was solved with improved content. No technology required.

      Even if you have one huge virtual world with 8 million players, you can still sidestep the too-many-people-in-one-place problem by implementing any number of different strategies. You can go the subtle route and carefully design your content to spread people out. You can go the autocratic route and simply throttle access to over-crowded areas. There are lots of clever solutions to the problem as long as your game design isn't all about large-scale battles.

      So why is a game like WoW so heavily sharded? Everyone says, "Shards are so dumb! I want to play a game like WoW where everyone is in one huge world! That would be so awesome! Why can't those stupid game developers build software like the NASDAQ does?" Well, WoW is the way it is because it's not fundamentally a hardware/software problem. It's a content problem. We know how to spread people out so there aren't overcrowded areas. The showstopping problem is where to spread them out to.

      WoW has some ridiculous number of quests in their world. (I lost track but it's in the thousands, I believe.) They've invested several years and probably over 100 million of dollars to build that world. Now you want them to scale up that content production by two or three orders of magnitude just so that everyone can play in the same virtual world? It ain't going to happen with the current state of the art in content production.

      If your game design is all about large-scale battles (*cough*Eve*cough*) then you have an additional problem to solve, and yes, that will require a technology solution of some kind. But even then you'll still have the content-generation problem to go along with it. Games based entirely on space travel get kind of a magic free pass in this regard because everyone expects space to be big, empty, and largely the same no matter where you look. But if you want to do any other kind of genre then you're going to get stopped cold and the first thing that stops you isn't large-scale battles; it's how to generate interesting content for that huge world.

    4. Re:Not a technology problem! by Daengbo · · Score: 1

      Why can't you use the populace to help you create content (similar to Second Life, I guess)? The town gets too crowded and people want to leave because htere's no opportunity. Some of them take their money, hike six hours to a completely new area, and build their own town. Once they have that, people might start coming to raid the area, and the original founders might become wealthy and powerful. Or they might starve to death, leaving a ghost town which gets overrun by orcs. Hmmm. Seems interesting to me.

    5. Re:Not a technology problem! by MMORG · · Score: 1

      Well, you can, but the problem there is that the vast majority of user-created content isn't very good and/or doesn't mesh together into a cohesive fiction. The model works with something like Second Life because it's doesn't claim to be an internally-consistent virtual world; it's just a random collection of virtual "stuff". There's obviously a market for that. But the vastly larger market (at least right now) is for internally-consistent virtual worlds with high production values, and it's a *lot* harder to get the community to build something like that for you on a large scale. It's been proven to work on a very small scale in text MUDs but the barrier to entry is a lot lower for text than it is for 3D. This may ultimately be the solution but right now no one knows how to do it well.

    6. Re:Not a technology problem! by Daengbo · · Score: 1

      I guess I've always been into the role-playing aspect of RPGs. MMORPGs don't seem to supply that at all. You can't get into your role. You can't become someone. You can't make a difference in the world. That kind of sucks, doesn't it?

    7. Re:Not a technology problem! by MMORG · · Score: 1

      Yes, it does suck, which is an entirely different reason why huge virtual worlds (as opposed to smaller shards) are not as great an idea as people seem to think. The bigger the population of your shard, the fewer people have an opportunity to be movers and shakers. The long-term future of online roleplaying games will likely be to trend toward smaller groups, not larger. To use our two archtypal examples; in WoW there's some huge number of shards, and therefore there's a huge number of "the most powerful player/guild in the world". And every time they open a new shard there's a new opportunity for someone to make a name for themselves. On the other hand, if I start playing Eve (again), what realistic chance do I have of getting in on the intrigue and politics of the most powerful corps? None at all. There's no way I'll ever catch up to 200,000 people who were there before me. Eve would provide more entertainment for more people and possibly have more subscribers if they had, say, 10 shards of 20,000 players each, or even smaller.

    8. Re:Not a technology problem! by Daengbo · · Score: 1

      I was mainly comlaining about instancing and repetitive quests, but I'll address the point you bring up/ What's the difference between new shards and new areas of a single map? Be a pioneer. Even the old areas aren't completely stable, though. Whenever there's someone in power, there's someone who wants to take him/her out of power.

      I don't know. You see someone as "the most powerful player" while I want to see someone move out of adventuring and into politics. Rule an entire area. Get assassinated. Or be the assassin. Something. Anything but lame quests that mean nothing to the world at all. Heck, I'd prefer to be the storekeeper than going out on some made-up quest that's obviously fake. Let the people in power set the quests and offer the rewards based on what they want to accomplish.

    9. Re:Not a technology problem! by tkinnun0 · · Score: 1

      If your players want to be at the same place at the same time, your content solution has already failed. If your players want the option of being at the same place at the same time, your content solution can only delay the inevitable.

      If some slighted player organizes a mass protest, how is your content solution going to help with that?

    10. Re:Not a technology problem! by MMORG · · Score: 1

      Mass protests (or DoS attacks in software terms) are a problem that have been around for forever. People did them all the time in Ultima Online ten years ago, and I'm sure in other games before that. Shards don't exist to prevent mass protests. Shards exist because companies can only build so much content, and once they reach the limit of their abilities they have to start making copies of what they've already got if they want to sign up more subscriptions.

      Like I said, the too-many-people-in-one-place problem is not the same as the why-can't-we-get-rid-of-shards problem. The too-many-people-in-one-place problem is *ridiculously* easy to solve if you don't mind breaking the immersion a little bit. Once X number of people enter a particular zone, just put all subsequent travelers into a queue, just like WoW does for logging in to busy shards. You could even wrap some fiction around it by having a big gate open and close and guards standing there yelling, "Halt!" There, done. If you don't want to sit in the queue, then cancel out and go somewhere else. (And you *can* go somewhere else because you have smart game designers who made sure there were multiple points of access for any important resources in the game. Right? Right?)

      It's not even like that's a particularly artificial solution. In the US, most large meeting rooms in public buildings have little signs stating, "Maximum Occupancy 254". We have to do crowd control in real life, too.

      Don't misunderstand my argument. I'm not saying that MMO server tech is perfect and doesn't need any improvement. Of course it would be nice if we could handle many more people in one virtual location than most games can now. Huge battles with multiple thousands of people all fighting each other at once would be great! However, we already know how to do that. It's not some mysterious unsolved problem in computer science. It's just that most game companies choose not to solve it because the solution is usually very expensive, and it's way cheaper to design the game so that people don't need to be (or simply aren't allowed to be) all in the same location at the same time. And my key point is: it has little to do with the presence or absence of shards.

      Every six months or so there's some startup company that announces they've got this brilliant new idea for MMO server design and they're going to build a new MMO without shards and everyone will be able to play in the same world and it'll be so awesome!!! Virtually all of them crash and burn before getting off the ground because they misidentified the showstopping problem in that scenario; it's not server tech, it content production.

  30. mainframes? by sinner6 · · Score: 1

    The Nasdaq comment caught my eye. I believe that Nasdaq, at least in part, sits on Unisys built mainframes. Has any MMO company talked to Unisys, IBM or any other mainframe manufactures? (are there any others left?)

    It seems to me if you wanted "1 world" it might be a good idea to start by having "1 machine".

    Of course this presumes the reason why things are on many servers is mainly technical restrictions as opposed to content creation reasons. Maybe Eve works as 1 world is because you only need a map maker; it is the players that create the content, meaning drama. A mainly PvE game would require lots and lots very carefully crafted content to make sure everyone has enough room to spread out but still group up. It is easy to create enough content for 25,000 people is easier then for 200,000; unless the other people are the content.

    1. Re:mainframes? by MMORG · · Score: 1

      No, mainframes wouldn't particularly help with the "one world" problem.

      First, you're correct - the main problem is actually content creation as I previously posted.

      Second, if you peel back the "gaming" facade and just look at it in terms of software engineering, an MMO world is a pretty standard distributed computing problem. A stateless problem like, say, a web search engine can be easily partitioned to run on commodity hardware. An MMO world is a stateful problem, so it's not as easy to partition, but it can still be done if you're smart and careful. Most (all?) MMOs partition on the basis of locality in the world (I'm near a few other players and far away from all the rest). The global state needs to be kept reasonably consistent but because it's a game it has far more wiggle room than something like the NASDAQ. The point is that an MMO world benefits more from the cheap scalability of a large farm of commodity servers than it would from keeping everything together on a huge mainframe.

      Of course the partitioning approach breaks down if every player in the whole virtual world decides to congregate together in the same location. The answer is usually "don't do that". Eve is somewhat unique in that regard because they encourage extremely large PvP battles in a single system, and they've been struggling to support that on their hardware. But if you can avoid having to support that particular scenario, then having one huge virtual world is mostly not a tech problem.

  31. Epic, World-sized battles possible. by gnuman99 · · Score: 1

    You DO NOT need to update all clients with all client data. It is NOT a n**2 problem. You only need to update clients that are interacting. The problem with this approach is that is is DIFFICULT. You have to still update positions on the non-interacting clients at some intervals so they are not out of place completely. And the server has to keep track of who interacts with what. Most developers at this point would just use the n**2 solution where you update all with all data and just limit where they can interact.

    Also, you do not need to update non-interacting, non-visible characters at all.

    EVE is a really easy solution because,
        * it is NOT action game - it is a pure strategy (pilots don't dodge stuff, ship flies by itself)
        * no need for low lag (see above). So, you can have 1000 clients in one battle.

    EVE sometimes has huge lag, but is still playable.

    EVE is much easier game to write large battles for than say FPS like Quake. And yes, WoW is like EVE.

  32. EVE is sharded by tbcpp · · Score: 1

    In a way EVE is sharded. See each solar system can run on only one CPU. Once one system gets too loaded, CCP will move agents/quests to different systems to spread out the load. At no point will a weapon, ship, etc really go from one system to another. Whenevery they jump, their data is actually just picked and moved to a different CPU. So in a way EVE Online is made up of thousands of shards with the ability to swap data back and forth. Now once we have 10,000 players in one world/shard/star system, that's something to get excited about.

    --
    Man is the lowest-cost, 150-pound, nonlinear, all-purpose computer system which can be mass-produced by unskilled labor.
  33. The solution is so obvious.... by Orig_Club_Soda · · Score: 1

    Look at the real world? IN the US we live in a zip code, a city, in a county, in a state, in a country, on a continent. These are physical boundaries. Servers and drives are physical locations. Map the various areas of the fake world to specific servers and drives. What happens when real population grows? We add a zip code. Add a drive or a server.

  34. Re:That's fine by C0rinthian · · Score: 2, Funny

    But will Linux blend?

  35. It doesn't take 1k/sec. by SanityInAnarchy · · Score: 1

    Even if it did, there's still other possibilities -- compression, for example. (A lot of those movements are going to look the same.)

    Let's look at some real numbers, hmm?

    And that's for Counter-Strike Source, which, if you don't know, is a very fast-paced FPS which absolutely needs to be as accurate as possible (so people can get headshots, etc). It probably uses several orders of magnitude more bandwidth per player than your typical MMO.

    Note, also, that this is server bandwidth needed, not client bandwidth. I'll bet, too, that some of that would go away if we could actually use multicast... *sigh*

    --
    Don't thank God, thank a doctor!
  36. Not Really A Tech Problem by logicnazi · · Score: 1

    While I'm sure there are some interesting algorithms that can be used to manage hot spots and the like the shared world problem is only secondarily a tech problem.

    The problem is a design resources and player density problem. The whole reason that players want to play on the same server is socialization but this runs the risk of everyone wanting to be in the same place. While crowds may make it self-controlling in some sense it will scuttle the feel of the small shop in the woods or tiny forest town if it is filled with 1000 adventurers. Worse it will just be frustrating because new shops and new services won't be built by people responding to the market and the difficulty of moving an avatar around compared to walking will be further frustrating.

    Ultimately the real problem is that a good virtual world will have a certain optimal number of people per area. The price of running WoW if every server had to be replaced by an equivalent amount of NEW content would be stupendous. You can't just duplicate earlier content since that ruins the story and context. Worse it isn't even clear that with unlimited resources it is doable. After all the fifteenth lord of the underworld or whatever starts to get old. A world with too many ultimate locations gets silly.

    --

    If you liked this thought maybe you would find my blog nice too:

  37. Magic: The Gathering online by Acer500 · · Score: 1

    Magic: The Gathering Online is another example of a massive multiplayer game (300.000 players) where the transactions weren't very well thought out... and a large part of the game relies on the "trading" aspect of a trading card game.

    The "Is the server up" tread on the forums runs to 143 pages since November 2006 and is very scary http://forums.gleemax.com/showthread.php?t=733609

    --
    There are three kinds of lies: lies, damned lies, and statistics.
  38. Wish by NikG43 · · Score: 1

    there was a beta out in 2005 for a game called wish (http://www.colossalstudios.com/wish/index.php) it was one huge world with no instances. too bad it never got out of beta before they killed it.

  39. Not a hammer and chisel problem! by Anonymous Coward · · Score: 0

    "Now you want them to scale up that content production by two or three orders of magnitude just so that everyone can play in the same virtual world? It ain't going to happen with the current state of the art in content production."

    Basically so. Todays tools are the artistic equivalent of working with "ones" and "zeros". Some are a little higher. i.e. primitives, particles, motion paths, premades. But it's still too close to low level. One should start as high as possible, and chip away with simple tools to get what one wants.*

    *One starts with stone and envisions what one wants, then removes material. Not the other way around.

  40. No shit, board-rooms. by Anonymous Coward · · Score: 0

    Oh I don't know. Modern day dashboards can be pretty graphical.

  41. Gamers Push Hardware by scope006 · · Score: 1

    Name a group of people that purchase the latest and greatest hardware, then push it to the edge, then overclock it, and then push it to the edge again.
    Gamers.
    A HUGE chunk of the IT world is gamers. So while it isn't as productive raiding a dungeon or fighting in an arena as it is writing a new version of a php/mysql site, gaming pumps more into R&D than people think. It's not only data centers that drive new innovations.

  42. 'Shard' came from UO, didn't it? by Taulin · · Score: 1

    Correct me if I am wrong, but I remember the opening to UO having the globe that was UO being shattered into many pieces that each had the same world in it, thus the invention of shards? Or was this a common practice in other MMOs before it? I guess MUDs that ran the same rule set could have been thought of as shards, but then different people were running them. Of course technically I understand the concept, I am just talking about the term 'shard'.