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."'"
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.
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.