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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."'"

40 of 157 comments (clear)

  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 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...

    2. 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.
  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 toleraen · · Score: 2, Funny

      Support small independent publishers - Looks like everyone is just trying to stay relevant around here, aren't they?
    2. 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.

    3. 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.
    4. 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.
    5. 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.

  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
  4. 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

  5. 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.

  6. 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 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.
  7. 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!
  8. 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.

  9. 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?").

  10. 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.
  11. 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.
  12. Re:dumbass by MiharuSenaKanaka · · Score: 5, Funny

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

  13. 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!
  14. 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.
  15. 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.

  16. 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.
  17. 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.
  18. 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)

  19. 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.
  20. 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.

  21. 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.

  22. 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.

  23. 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.
  24. 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.
  25. 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.

  26. 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.

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

    But will Linux blend?