Behind the Scenes At Sony's NOC
VonGuard writes "Earlier this year, I spoke to Mark Rizzo, the man who manages the people who run Sony's online game servers. Rizzo learned the ropes of MMO hosting back on Ultima Online, and we chatted about where the tough problems were then versus now. Rizzo compares the operation to a 24/7 scientific simulation, albeit with some sassier and more involved end-users. His favorite innovation since those early days? Rapidly provisioning and deploying Linux installations tailor-made to their purposes. Here's my article on Rizzo and his band of 50-some-odd sysadmin-cum-dungeon-masters, written for the new newspaper The Systems Management News."
So to sum up, they have lots of programs that are constantly watched by scripts. They get to heave server machines around to expand certain areas and replace old servers. Their lives are mostly taken up with making sure that the backups are properly done on time each day and that no one accidentally steps on the power cord.
Fascinating!
Pity it took them 16 months to fix the Antonius Bayle server for EQ1 and the problems with instances still pop up occasionally.
Terrible management of servers that are supposed to support a paying playerbase.
Anyone else have images of S&M runnin through their minds?
Rizzo. Oh hang on a minute, that's Frank.
I see the article does not mention what they use for change management. I'm curious what they use: I like Bugzilla myself for ticket tracking, and it's potentially useful for configuration management as well, but needs significant revision to provide that or source control integration.
Most change control systems make odd choices between a business model of selling proprietary clients, strange choices of backend databases, and a focus on managing sales contact information, hardware inventory, software updates, filling out lots of forms for tracking minutes used doing the work, etc., etc. The choices of the change control system affect the workflow quite a lot: so I'm quite curious what they use. Does anyone here on Slashdot know?
No shit. And they also use Remedy. (Same as half the companies out there.)
That said, if they claim to be also architects, IMHO they do a poor job too.
E.g., at one point, after much lurking, and after I already had a big list of veteran awards in SWG, I want to post a suggestion. I didn't have a forum handle yet (hadn't needed one before), it's ok, I'll just go to the account management and create one. Turns out I'm sandboxed in a newbie forum noone else needs for the next two weeks, 'cause apparently the forum can't read from the database whether I'm on a trial account or a regular one. But it can read whether I have an active account, or whether I just deactivated it. (Sony's games were in the habit of asking why you quit. Post-NGE SWG was the only one which basically told me "go away, we don't take input from people with inactive accounts" after I filled that form.) But it can't read whether I'm on a trial account or not.
Well, it sounds to me like those architects of the server room don't do a particularly great job, then. Whatever interface they use to that customer database (SOAP, XMLRPC, plain SQL, whatever) should be trivial to extend to fetch that one extra piece of information. If month after month noone can figure out how to do that, it doesn't come across as a particularly competent architecture.
That, or they have no qualms with lying to the customers.
Additionally, I kinda find this funny, and while pioneered by UO, it's become a typically _Sony_ excuse later: "While today most of the problems faced by Rizzo's team are technical or development related, back in the Ultima Online days, these were compounded by the unpredictable player base. In its day, no one had ever seen the psychological and sociological reactions of players in a massive online world before."
Erm, no. The vast majority of problems UO had, were already known (and some even solved) by MUDs before. There was no excuse to repeat the same mistakes verbatim, and try the same things which were known not to work.
E.g., player justice was known not to work, as there's nothing you can do to the disposable character of a griefer, that its owner would care about. Plus, mobilizing whole posses to hunt down a griefer is, basically, just feeding the troll: he got some attention out of tens of people. Tens or hundreds of MUDs have tried that before, as it was the holy grail of being able to run a MUD without the non-fun headache of policing it, and it just didn't work without being backed by a lot of admin support. UO's recipe was known to fail, every time.
What really happened with UO was Lord British having his head so far up his own arse, that he couldn't see there's a world outside. He didn't as much discover those issues, as thoroughly ignored everything that had been discovered by anyone else. And then repeated the same thing with Tabula Rasa.
And as for Sony, since a lot of people there seem very fond of the same excuse: you have even less right to use that excuse, guys. SWG was a _third_ generation MMO, EQ2 is even later. There wasn't really an excuse even for UO to ignore the lessons of MUDs before it. Ignoring a couple dozen MMOs before you, is even less excusable.
And finally: how were those social issues relevant, in any form or shape, for the IT guys running the servers? I mean, seriously, they were (A) poor game design issues, (B) created some work for the coders who had to keep implementing fixes (which created more problems and the need for the next fix), and (C) a neverending headache for the GM's who had to sort out the thousands of support requests resulting from that fuck-up. Daily. But for the guys monitoring the servers and doing backups? Exactly how does it affect them whether the MMO is a friendly place or a newbie-hostile gank-fest run amok?
A polar bear is a cartesian bear after a coordinate transform.
If you spend an awful lot of time grinding in the NOC you eventually become a level-something 'Network Architect' with no direct reports but with the ability to tell everyone what to do.
Taking a few management tips from in-game, perhaps?
I think a lot of people underestimate the requirements of running 24/7 online game servers for persistent worlds. There are definitely some serious architectural hurdles to overcome that don't necessarily exist in other areas of IT. In fact, one could say it's like "regular" IT work but on steroids.
For one, the server hardware has to be pretty powerful. Because it's doing a lot of high demand database work, everything from the lower layers of the hard disks to the file system to the software itself has to be fast and reliable.
For two, there is an increased demand for data reliability. If you manage an e-mail server and for some reason a flaw in the e-mail server doesn't pass e-mail on properly, you may be able to fix it and tell users to simply resend whatever e-mail they were sending and that's that. If a flaw comes up in the online game world that requires users to possibly "redo" something they did in the game, you will immediately lose a vast majority of your playerbase as they will see the game as unreliable.
That said also, the servers are very high demand 24/7. Even when the maintenance times are scheduled outages, people still complain. Generally in a normal business IT scenario, you can reboot a few servers here or there and nobody will notice anything during off time. So you've got change control windows that can occur 2 hours before anyone else gets to work and have to use the system, and they won't care one way or the other as long as everything's fine when they get into the office.
The databases are vast, doing constant read/write operations. Again, constantly changing database as players move about the world and interact. Exchanging items, gold, leveling up, learning new abilities.
Clustering and load balancing become very real problems for game servers. This is extremely apparent when you look at Blizzard where they number over 200 seperate, completely independent realms worldwide.
We won't even get into issues where the game world can't be dynamic and involving due to the technical limitations that we have, resulting in very limited forms of gameplay.
And again, you cannot forget the customer base. You know, if Joe cannot access e-mail for an hour because something is up with his e-mail account on the server, in most situations that's perfectly fine, he has something else he can do and you won't necessarily lose money on productivity. If Joe cannot access his online gaming character, you have the potential to lose a sale and a customer.
Very high demand indeed.
Pretty pretty please tag 'cum-dungeon-masters' just for this!
So is this where the Sony BMG rootkit and auto-updating malware was supposed to be controlled from?
Paul "Say no to feeping creaturism"
I mis-read part of the last sentence in the summary as "50-some-odd sadism-cum-dungeon-masters" which, oddly enough, makes some sense.
Yeah, I have a scary mind. Boo !
So Linux is good enough for the servers, but no one can be bothered to make the client compatible with Linux. Wouldn't be hard thanks to Wine, but nope.
For a board that ostensibly cares about eliminating stupid comments and trolling, why would an editor ever post a story summary that includes a reference to "50-some-odd sysadmin-cum-dungeon-masters"? Not only is the whole sentence awkward, but it is going to/has produced tons of asinine comments, and use up tons of mod points getting modded up by idiots who can't imagine anything more hilarious than references to semen, and then getting modded down by less immature, less socially retarded people reading who think those comments are just stupid.
Slashdot editors should really try getting a realistic perspective on who reads (or maybe just posts to) these discussions.
..kill their game servers off after only a few years!
MONSTER HUNTER
Blah blah blah bla blah and then the server crashed. All my stories end the same way.
Cum Dungeons?