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On the Feasibility of Single-Server MMOs

GameSetWatch takes a look at the issues involved in creating an MMO that does not split its users among many different servers. They suggest that running a single "shard" is the next step in the evolution of MMOs, since it better allows player choices to have a meaningful impact on the game world; supporting different outcomes across multiple shards is a technical nightmare. They estimate, from the hip, that the cost to develop the technology required to support a massive amount of players (i.e. far more than EVE Online) on a single server to be roughly $100 million. Another recommendation is the strong reliance on procedural and user-generated content creation to fill a necessarily enormous game world.

316 comments

  1. Lag. by Becausegodhasmademe · · Score: 5, Insightful

    TFA misses out one very important point.
    Lag.
    Lag is the primary concern amongst many EVE Online players. Certain areas of MMOs are more popular than others. Major Cities, battlegrounds, etc are places where large numbers of players congregate. Until we find a way to elminate the lag caused by sheer population density, single server MMOs are going to be strangled in what they can offer in terms of 'multiplayer'.

    1. Re:Lag. by zwei2stein · · Score: 4, Interesting

      "Half Sharding" like Guildwars has solves that.

      Is town too busy? Boom, new set of districts is spawned! They will be probably located on different server too, making players overcrowding non issue. Players can switch them at will (as bonus, they are grouped by geolocation and laguange, but can still switch to different ones.

      The only way to handle rush of thousands of players to one area when special events happen. 5 thousands of players want to participate in xmass feestival? no problem, just spawn 50 districts in that town.

      --
      -- Technology for the sake of technology is as pathetic as eschewing technology because it's technology.
    2. Re:Lag. by Jurily · · Score: 1

      the lag caused by sheer population density,

      Not to mention CPU and video card load.

    3. Re:Lag. by think_nix · · Score: 1

      If most gaming publishers/developers wouldnt only see $ signs, get some high end hosting with high end hardware, and write decent netcode they wouldnt have this problem. Look at the Hardware today and all the possibilites clustering , load balancing, etc etc ...

      imo Possibilites are their to reduce lag, login issues, high server load, etc. They just have to want to do it.

      imho pros and cons to both side of the argument. e.g. Eve. At any given time mostly 30k - 40k people are on 1 Eve Server. While this might enhance the player experience, pvp, and player interaction with other players. No one wants to play an mmo on an empty server. On another Note "most" mmo's after a few years don't have the subscription base that they had at release so they end up consolidating servers anyways which in the end pisses of the player base.

    4. Re:Lag. by Canazza · · Score: 2, Informative

      Tabula rasa did something similar.
      Each combat area would be split into 2 or 3 identical instances, and you could teleport between them. Due to it's dynamic arenas, if you wanted something in a town that had been taken over by the enemy, you could teleport to another instance and hope that it's player-controlled.

      --
      It pays to be obvious, especially if you have a reputation for being subtle.
    5. Re:Lag. by eqisow · · Score: 1

      This technology along with the implementation of infiniband and some tricks like routing autopilot around busy systems has all but solved EVE's lag issues.

    6. Re:Lag. by Canazza · · Score: 4, Informative

      Warcraft has this problem, especially in towns. It can take between 30 seconds to two minutes to fully load Dalaran the first time you log in as it has to not only download everyones armour, but then read/decompress that off your disk. My friend - who has 48Gb of RAM - created a RAM Disk and loaded WoW's game files onto it (WoW's game files come to around 13Gb). It loads fast, and I mean lightning fast, since the RAM has a faster throughput than the HDD.
      Most of the 'lag' in Warcraft comes from the user end, as opposed to any server creaking.

      This has led to some humorous bugs in the game. For example, "The Naked Bug" - which tends to happen either in Cities or when going into an instance (25 man instances mainly) Where characters armour fails to load and your buddies are all running around in the nip. Anyone already in the instance is naked to you, and anyone joining after is normally fully clothed. And the only way to fix it is for you to exit and re-enter the instance, or for each naked person to exit and re-enter (for example, by dying).

      --
      It pays to be obvious, especially if you have a reputation for being subtle.
    7. Re:Lag. by fractoid · · Score: 4, Interesting

      The mantra that I read somewhere and which I think describes the solution perfectly is "Fragment your world, not your playerbase". You can support any number of players in the same world without problems as long as player density doesn't rise too high. Just avoid centralising features from the game (the auction house in World of Warcraft was a prime example until they replicated it to all capital cities), or instance them off (invisibly, using something similar to WoW's zone phasing, but forcing parties to share the same zone to avoid "I'm standing right on top of you, where tf are you?" situations).

      Sharding's just the easiest solution, and hence most common. It's really not necessary any more, and detracts a lot from the social side of sharded MMO games.

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    8. Re:Lag. by Canazza · · Score: 4, Informative

      What i'm saying is that a single server, or multiple servers, can't do anything for over-zealous reading from the users disk. That the Lag problem isn't solely related to the server.

      --
      It pays to be obvious, especially if you have a reputation for being subtle.
    9. Re:Lag. by Hurricane78 · · Score: 3, Interesting

      Well, you can easily solve this, if you allow some more strong MIP mapping technologies for everything, including the transferred packets, models, etc.

      For example you could just transmit the data of the most relevant people and objects, until the pipe is X percent full, then use some "group" model, with only simple coordinates and very simple models etc for every player outside of that relevance radius. And so on... in a curve that is somewhat between quadratic and cubic (depending on the dimensions of your relevance space).
      Do not forget to include the main viewing targets of your player into the calculation, so they can still target something far away, and see it in a good quality.
      You could even make it work like interleaved JPEGs, where you only load the roughest details at first, and then become more and more detailed, the more you want to view it (=the more you wait).

      I think people would prefer that to having every single object that is visible at all to be transferred and rendered in some kind. Nobody cares about the quality of stuff he does not care about. ^^

      --
      Any sufficiently advanced intelligence is indistinguishable from stupidity.
    10. Re:Lag. by Hurricane78 · · Score: 1

      It's not the $ signs. I mean, after all, that is the reason why they do it.
      It's about thinking in the long term, and thinking further than around the next logical corner.

      They want the quick money, and ignore that it hurts them more in the long run, to do it that way.

      And another problem is, that to plan for the far future, you have to have pretty good predictions.

      --
      Any sufficiently advanced intelligence is indistinguishable from stupidity.
    11. Re:Lag. by Pinky's+Brain · · Score: 1

      DDO too (although it still has servers).

    12. Re:Lag. by mirkob · · Score: 1

      and making a server for every game area (with a way to move seamlessly from one area/server to another ) instead of many instance of the same server with every area on it?

    13. Re:Lag. by KahabutDieDrake · · Score: 5, Interesting

      EVE's problem isn't really Lag. That is what everyone calls it, but that isn't accurate. EVE's problem is their architecture wasn't build with the scale of play they encourage today in mind.

      In EVE a solar system is a discrete "zone", there are many thousands of solar systems. Each one is assigned a node on the server (blades actually) and that node may and probably does host more than one solar system. They have had limited success in beefing up big fights by moving solar systems with expected fights to a node by itself. Thereby offering as much power as their architecture will allow. However, they can only do this at "down time" which is one hour daily, so if a big fight breaks out in the middle of the day, there is no chance of it going well. Most of the REALLY big fights happen in systems that often have very low average traffic, so they are assigned to a shared node. Then for 8 hours, that system has 400 people in it, and the node is past it's limits very quickly. If they had coded the game so that a single solar system could use more than one node at a time, they could brute force the problem away entirely. But that isn't possible the way it's built.

      Even so, the EVE cluster is/was on the top 500 list of super computers. You can't say it's not for lack of trying.

      Why yes, I WAS an EVE player. From Beta till about a year ago. I finally gave up after countless fleet encounters were destroyed by CCP's clever, but impotent load balancing. The breaking point was when I realized that even when we had a dedicated node for every solar system in our territory, we still couldn't have a full out fleet battle without crashing the node. I'd have been happy to get half our fleet into combat, but we couldn't even do that. Granted, we had 800 ships or so and our opposition had at least 1000. I've yet to see any game that can put nearly 2000 players on a battlefield and still function.

      CCP does get credit though for effort. 3 years ago you'd be LUCKY to pull off a 200 man fight. Now you can put 500 or so into a system and get your fight on without major game breaking things happening. It won't be silky smooth, but you can get it done. Ironically, 3 years ago a 200 ship fleet fight was a rare and wondrous spectacle. While a year ago, I could assemble a 200 pilot fleet in 20 minutes. So what was a major event is now a typical saturday night. The servers got better, a lot better, but they aren't keeping up with the players.

    14. Re:Lag. by jamesh · · Score: 2, Interesting

      Lag.

      From a packet lag (rtt) point of view, does physical geography enter into it at all? I see 200ms ping times once my packets start getting around to the other side of the world...

    15. Re:Lag. by Anonymous Coward · · Score: 0

      I play EvE. and whats this lag you talk about?

      do you mean that Scam Spam in Jita?

    16. Re:Lag. by obarthelemy · · Score: 1

      It's not totally true. The client has to do a lot of work, especially loading the graphical ressources (player skins, buildings, NPCs...), rendering spell effects...

      I was playing WoW on a fairly old PC (single-core Athlon XP 2800) until 3.0. I couldn't really do 25-raids after WotLK. I thought it was my graphics card (6600GT), but simply upgrading my CPU to a fairly anemic dual core solved the problem my FPS went up from 1 to 10.

      if you have hundreds of players in a single spot doing all sorts of things, I think the hardest task is not so much telling the client who is where and doing what, but rather actually rendering the scene quickly.

      --
      The Cloud - because you don't care if your apps and data are up in the air.
    17. Re:Lag. by Daengbo · · Score: 2, Insightful

      You appear quite knowledgeable about EVE's setup, so I'd like to ask what would happen if instead of putting the nodes onto blades, they put the nodes onto virtual machines on the blades, and migrated those live (and hopefully automatically) based on use. I'm not the kind of guy who says "virtualize it!" to everything, but this seems like a good case for it.

      So the big question is ... "Why haven't they done it?" There has to be a technical problem.

    18. Re:Lag. by Crumplecorn · · Score: 1

      So, spend lots of money to get everyone on the same cluster, then send them to different instances so that it is exactly as if they are on different clusters?

      Either your strategy or my reading of your post or nonsense.

    19. Re:Lag. by Opportunist · · Score: 1

      EvE is unique in some ways, it would be WAY worse in most MMOs.

      If it doesn't happen to be a trade hub or a border between warring alliances, there's nothing "special" about various areas in space. There is no "farming place". There is no single place where a certain mob spawns or where certain loot drops. This 0.6 system is just as good as that 0.6 system half a galaxy away. Maybe with minimal differences in enemies (which are vulnerable/resistant to slightly different damage types but otherwise identical, concerning loot and ability) and asteroids (and the ensuing ore, but considering that only Veldspar is currently valuable in Empire mining it's even more moot than it was before).

      This leads to a fairly evenly spread out population. Now imagine there was some questing/farming area for certain level ranges...

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    20. Re:Lag. by Sobrique · · Score: 1

      But that's a vital part of the 'multiprocessing' solution - you can't 'force clump' your users, if you want to run a distributed universe. It's one of the things I rather admire about EVE - from day one they set something up that would be that way.
      There's some other elements of game design that speak quite clearly that some thought about making an 'epic game' was thought about - the system transition/node swap being one.

    21. Re:Lag. by Hubbell · · Score: 2, Interesting

      There have been numerous 800+ man sieges in Darkfall since release. In the beginning they were horrid server crashing messes, but after a patch or two, it's only clientside problems now in the form of FPS drops depending on your computer setup.
      Example of a fairly decent siege, even though it's still prior to people finally unlocking the higher end siege weapons which are just now starting to appear on the battlefield.

      I can't wait to pilot a Man Of War!

    22. Re:Lag. by Firkragg14 · · Score: 2, Insightful

      AS a long time eve online player i can say that yes lag can be pretty terrible sometimes. But after alot of time and effort things have improved massivly. recently ive been involved of battles of about 1200 people were there was some lag but the game was still playable (generally what happens is there is some lag on modules but you can see move around and warp in and out ok which is the important bit that keeps you alive) Now days pretty much any server on the cluster can handle a 600 man fleet fight and the reinforced servers which handle the major crunch points can handle 1000+. The future of eve though is making it so that the resources of the cluster can be dynamically allocated to systems (at the minute a system can only utilise one server). This is a long term project that they have been working on which will allow the eve cluster to utilise the huge amount of unutilised power it has atm.

    23. Re:Lag. by Xelios · · Score: 2, Insightful

      I'll bet there are certainly server side things that, in hindsight, the devs would have done differently. Things that just aren't possible anymore without a complete rewrite of the server code.

      A lot of the lag problems stem from the fact that a solar system can't be reassigned to a different node on the fly. If it could then you could have a second smaller, high power cluster on standby to take over a solar system if it becomes too congested. Once you have that functionality you could use some heuristics to automatically reassign solar systems based on different criteria (like congestion).

      I'm not a network admin, but I'm sure there's some lessons to be learned from EVE Online for future MMOs. Things that worked well and things that could be done better.

      --
      Murphey's fighting Occam, and we're in the stands.
    24. Re:Lag. by Mashiki · · Score: 2, Informative

      For WoW typing /RL in the chatbox will fix it as well. That forces the game to reload all user objects within the game according to the server data. No exiting, death or other things required.

      --
      Om, nomnomnom...
    25. Re:Lag. by Fross · · Score: 2, Informative

      Age of Conan implemented this too, and it causes no end of trouble. Players can't see one another, organising a group of 6 people in 4 shards is a nightmare. It's hard enough to get everyone in the same place let alone on the same shard.

      Of course this was exacerbated by the entire *world* being sharded like this, not just cities, and the interface for moving between them was poor. But the concept is essentially flawed.

      The concept of dynamically sharding off part of the geography (rather than the players) could solve this, but I'm yet to see it done well.

    26. Re:Lag. by bsdaemonaut · · Score: 1

      Seems like it might be easier to turn it into a load-balancing cluster, of course the server would have to be implemented in a way that the computational workload could be efficiently shared. The EVE code base has been around a while and it might require a lot of work to do this or risk not scaling well. In essence, instead of having server virtual computers on one blade you would have several blades acting as one, powerful virtual computer. Seems like that would definitely be the way to go though if one wanted to be "shardless."

    27. Re:Lag. by Anonymous Coward · · Score: 0

      Another issue is location. Because a single server world is going to be located in a single location people physically closer will have better pings. This was a big reason why Band of Brothers had much better latency then other orgs, a lot of their playerbase were in close proximity to the servers and thus better ping times (At least initially) this gave them a big advantage and in a PvP game an advantage like this was nearly immpossible to overcome. This is also why people used to think that they were getting a more favorable connection that other orgs.

    28. Re:Lag. by Antique+Geekmeister · · Score: 3, Funny

      Well, that's not 'excessive reading', per se. That's 'too complex of a world'. That's inherent with such sophisticated graphical images, but is gracefully avoided by one of my favorite games, Kingdom of Loathihg. That's a stunning example of gameplay, social interaction, humor, and creativity reducing the need for complex graphics and sophisticated local computer capabilities.

    29. Re:Lag. by Prof.Phreak · · Score: 1

      They can also enforce collision detection among players, so you wouldn't be able to fit hundreds of folks in the same "space". Though they'd have to make entrances, and any game enclosures huge enough for lots of folks to visit comfortably without pushing... But then it's all virtual, so building something 100x as `large' isn't that big of an issue.

      --

      "If anything can go wrong, it will." - Murphy

    30. Re:Lag. by Thaelon · · Score: 1

      CCP does get credit though for effort. 3 years ago you'd be LUCKY to pull off a 200 man fight. Now you can put 500 or so into a system and get your fight on without major game breaking things happening. It won't be silky smooth, but you can get it done.

      They've made some pretty good progress lately.

      I was in a system with 1300 people (49-, not Jita) and it was completely playable. Most of them were involved in the fleet fight too. I was astounded. But they had definitely reinforced the node, because the next day there were 800 and it was brokenly laggy.

      --

      Question everything

    31. Re:Lag. by GuyWithLag · · Score: 1

      Quite simply, because the nodes need to be active continuously. You can't just say "Hi, system BH-7A1 will be offline for the next 3 minutes due to migration".

    32. Re:Lag. by GuyWithLag · · Score: 1

      For what it's worth, their current major pain point is that they use a single thread per solar system, this decision was made very early in development and removing it would mean a more or less complete rewrite of their code. Hell, if they do that they may as well go the Erlang route...

    33. Re:Lag. by highonv8splash · · Score: 1

      Also why Guild Wars isn't fun or popular

    34. Re:Lag. by parkmw · · Score: 1

      EVE's problem isn't really Lag. That is what everyone calls it, but that isn't accurate. EVE's problem is their architecture wasn't build with the scale of play they encourage today in mind. In EVE a solar system is a discrete "zone", there are many thousands of solar systems. Each one is assigned a node on the server (blades actually) and that node may and probably does host more than one solar system. They have had limited success in beefing up big fights by moving solar systems with expected fights to a node by itself. Thereby offering as much power as their architecture will allow. However, they can only do this at "down time" which is one hour daily, so if a big fight breaks out in the middle of the day, there is no chance of it going well. Most of the REALLY big fights happen in systems that often have very low average traffic, so they are assigned to a shared node. Then for 8 hours, that system has 400 people in it, and the node is past it's limits very quickly. If they had coded the game so that a single solar system could use more than one node at a time, they could brute force the problem away entirely. But that isn't possible the way it's built. Even so, the EVE cluster is/was on the top 500 list of super computers. You can't say it's not for lack of trying. Why yes, I WAS an EVE player. From Beta till about a year ago. I finally gave up after countless fleet encounters were destroyed by CCP's clever, but impotent load balancing. The breaking point was when I realized that even when we had a dedicated node for every solar system in our territory, we still couldn't have a full out fleet battle without crashing the node. I'd have been happy to get half our fleet into combat, but we couldn't even do that. Granted, we had 800 ships or so and our opposition had at least 1000. I've yet to see any game that can put nearly 2000 players on a battlefield and still function. CCP does get credit though for effort. 3 years ago you'd be LUCKY to pull off a 200 man fight. Now you can put 500 or so into a system and get your fight on without major game breaking things happening. It won't be silky smooth, but you can get it done. Ironically, 3 years ago a 200 ship fleet fight was a rare and wondrous spectacle. While a year ago, I could assemble a 200 pilot fleet in 20 minutes. So what was a major event is now a typical saturday night. The servers got better, a lot better, but they aren't keeping up with the players.

      I don't know if you have been keeping up with what they are doing to fix this problem but here are a bunch of dev blogs you should definitely look at. Letting CCP know that there is going to be a fight still helps, but they are able to support them a lot more now. http://www.eveonline.com/devblog.asp?a=blog&bid=589 http://www.eveonline.com/devblog.asp?a=blog&bid=588 http://www.eveonline.com/devblog.asp?a=blog&bid=584 http://www.eveonline.com/devblog.asp?a=blog&bid=632

      --
      "I didn't do it."
    35. Re:Lag. by relguj9 · · Score: 1

      True and interesting concept. Design the game such that congregations of players in excess of what your servers are capable of supporting in one location is unnecessary and possible counter-productive for the players.

      Example... Shadowbane style game with fighting and resource bonuses for medium to small size groups and motivations to build your own cities in various locations. Penalties for having too many cities and the ability to pillage cities. Lots of areas with diverse and necessary resources, impossible to own and protect a city next to all of them to promote trade and pillaging.

      You could add in arena style fights, but make the people in the "stands" be static and just viewing the fight.

      I'm sure there are a million concepts, but yea I agree that this should be the way of MMO's. Single shard, more user generated content, more openness and dynamic content.

    36. Re:Lag. by 3p1ph4ny · · Score: 3, Insightful

      I don't think that's the whole picture.

      For example, if I play WoW and meet a real life friend who plays WoW, we can only play together if we happened to sign up on the same server.

      If I play Guild Wars, we both sign in, switch to the same district, and we're in game together. It is possible for any player to go to any district in the game (if they have unlocked the content, obviously). So, you can always play with new people you haven't connected with before.

    37. Re:Lag. by argStyopa · · Score: 4, Interesting

      "I've yet to see any game that can put nearly 2000 players on a battlefield and still function."

      Then you have to look for games designed from the GROUND up to support such play. Typical 'sword and sorcery MMOs' that are built for perhaps up to a 'raid' of 50 players are simply not going to scale (without ridiculous hardware requirements) to 1000 players impact-free.

      OTOH - there ARE games that were built to simulate the actions of hundreds of players in a single area, so scaling to thousands is logically a lower burden. www.battlegroundeurope.com (formerly ww2online.com) catches a lot of crap for a graphics standard that doesn't approach the bells & whistles you see on today's (shoebox-arena) shooter, but I've played in many battles that (in a multi-square km area) with at least a thousand players including multi-crewed vehicles, hundreds of infantry, and a swirling aircraft battle overhead fighting for hours for a strongly-defended city. It doesn't happen often (playerbase is now only about 12k) but I just use it as an example of a system that WAS designed to handle such a load.

      --
      -Styopa
    38. Re:Lag. by WeeLad · · Score: 1

      We use VMotion and our only noticeable downtime was due to self-induced implementation issues. I think there might be a slight slowdown during the actual vmotion, but for what we're doing, it wasn't noticeable. A game server might be a different story.

      --
      Seriously, Don't take anything I say seriously.
    39. Re:Lag. by amoeba1911 · · Score: 1

      Why are you stating the data sizes in Gigabits? Also, I think World of Warcraft takes more than 1.6GB (13Gb) ... I think it's more like 10GB at the least. Perhaps you meant to write Gigabyte (GB) instead of Gigabit (Gb) but you forgot to capitalize the right letter?

      In either case, making a ram drive doesn't make much sense. If you're running on a server with 48GB of ram, the whole game will be cached first time it loads, after that any subsequent read will be a cache hit which is actually even faster than a ram drive. If your friend really did have a server motherboard with 48GB of ram, then he would know this. Also, there are currently no desktop motherboards that support 48GB of ram, the most is 32GB, only server motherboards go beyond, and even then: most server motherboards don't have enough slots for 48GB at current ram per module amount.

    40. Re:Lag. by Archimagus · · Score: 2, Insightful

      Due to it's dynamic arenas, if you wanted something in a town that had been taken over by the enemy, you could teleport to another instance and hope that it's player-controlled.

      That is a terrible idea. It really defeats the purpose of having enemies be able to take over a town doesn't it?

    41. Re:Lag. by Loki_1929 · · Score: 1

      The holy grail with that would be to have every ~100km^3 cube able to be run on a separate node and dynamically load-balanced between them. Of course, what then do you do with a missile that goes from one to the next, and how do you track all of that information across nodes efficiently and correctly, etc.

      Really though, it's a shame you left when you did. I don't generally notice any lag in a system with less than ~800 players anymore. Jita can get laggy at times, but even at ~1200+ in system, it's usable. It used to be that once you hit 600 or so, the whole thing slowed to a ridiculous crawl.

      --
      -- "Government is the great fiction through which everybody endeavors to live at the expense of everybody else."
    42. Re:Lag. by Anonymous Coward · · Score: 0

      Although I no longer play Runescape (different rant), I really like the way they handle this. You still have servers, but you can pick which one you want to use at any time, with certain servers dedicated to certain functions. Want a heavily populated server so you can trade? How 'bout an empty one, so you can get that spawn? Or one dedicated to a particular minigame, so you can get groups quickly? Or PVP? Not looking for any of that? Then just take a normal (balanced) server, or ask your friends where they are and join them. And the Auction House searches all the servers, so is much easier to track.

    43. Re:Lag. by Lord+Ender · · Score: 1

      What motherboard fits 48GiB RAM?

      --
      A slashdotter who didn't build his own computer is like a Jedi who didn't build his own lightsaber.
    44. Re:Lag. by relguj9 · · Score: 1

      MMORPCUBE

    45. Re:Lag. by N1ck0 · · Score: 3, Informative

      Fracturing a game based on location is not that difficult design wise. The main problem is cost effectiveness I hate pulling out business models and cost benefit analysis, but unfortunately centralized systems usually take either large centralized shared storage, RDBMS, schedulers, resource allocation management, etc; or the proper development of a distributed data server farm. This ends up costing a lot of money and a decent amount of development & operations manpower...in the MMO world your profits are not that high to begin with.

      Even on some of the grids that I've built that have gone google-style (map-reduce, column based DB, true distributed file system, on cheap hardware) the costs quickly hit a few million per location. On our larger GPFS, oracle, vmware, on HP based clusters the software site licenses alone will eat most game companies.

      Your best bet these days would be to try to develop something that uses Amazon's elastic compute cloud, apache's messaging system, run something like greenplum to distribute the DB load, and don't skimp on developers...cheap ones usually don't understand that in a distributed environment that every little chunk of code from the network/disk/etc up has to scale and be massively efficient cause you can't afford to 'just throw faster hardware at it'

    46. Re:Lag. by Anonymous Coward · · Score: 0

      'Hey, guys, instead of raiding tonight, let's just go hang out in the entrance to $dungeon so that other guilds can't raid!'

    47. Re:Lag. by Daengbo · · Score: 1

      Well, there have been a large number of live-migration (between servers) stories lately.

    48. Re:Lag. by nschubach · · Score: 4, Insightful

      Depends on if you want a game or a game world. I prefer the game world concept. I hate instanced areas that segregate the community. Guild Wars always felt empty because there was never anyone playing in my areas. I remember holding instances in another game. I think it was EQ2. (Join a zone during peak hours and goof off or go AFK for a few hours while the players leave and the zone counts drop.) Why would you want this? Because you have a whole zone to yourself that no players would likely join. You had a better chance of getting rare mobs, collection items, etc. But it killed the game for me.

      Instancing allows people to play their own game and not get involved with the community. Essentially, you are paying for a multiplayer game with friends instead of playing an MMO with a huge community of people.

      Of course the publishers like this. (Less piracy, monthly income...) but it defeats the point of MMOs. Instancing, teleportation, and all the new "features" being put into MMOs are just breaking down the community and world feel. There's no point working with other players toward a goal. There's no point sticking with a group and completing a dungeon. You can just leave when your quest is done.

      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
    49. Re:Lag. by N1ck0 · · Score: 3, Insightful

      Also where you do have large open parts of the world you can dynamically allocate location clusters based on groups/concentrations of people, hand off the processing of those groups to various processing nodes. Usually you need to add the ubiquitous 'fog of war' to make this work graphically. Yes the management is complex, but it is very doable.

      Another major problem most MMOs make is they build the client protocol with way to many "global" broadcasting, and forced acknowledgment of updates. This tends to get out of hand very quickly. And from a design perspective while its cool to have things like every client triggering the play of the same sound and graphic event at the exact same split second, such events come at a high cost. A lot of games deploy these entire world updates for way too many basic changes....do I really need to ensure that every client withing 500 ft knows that X Player's avatar twitched his left hand, and then wait for an acknowledgment before moving on? You really need to prioritize what events are important and enforce that pretty heavily on the development team.

    50. Re:Lag. by Prof.Phreak · · Score: 1

      Don't $HOSTILEs already do that, by hanging around the summoning stone?

      --

      "If anything can go wrong, it will." - Murphy

    51. Re:Lag. by cml4524 · · Score: 3, Insightful

      not get involved with the community

      Have you played an MMO lately? The "community" is usually the worst part of the game...

    52. Re:Lag. by nschubach · · Score: 1

      I'd much rather they have more areas to play than have instancing. Make the world huge, spread out the races, give them all their own economies, areas to grow, and go from there. Vanguard originally had this concept, but they eventually broke down and listened to the guilds cry about not having rapid transportation (which would kill the multiple economies and spreading player base because everyone would travel to the other areas they are familiar with or the quests are easier.)

      One thing that was awesome about EQ was meeting your first Erudite or Troll. Or being a Dark Elf and working your way to the Wood Elf city... just because. If I wanted to stay in that area, I could go about killing Orcs in that area to make the Wood Elves accept me. All the races had their own starting area with their own characteristics and dungeons. They had factions as well, so you could die if you were a hated race. It wasn't like WoW where you only have two factions. It was complex and interesting. If you worked hard enough, you could even get your faction up to go to these towns that used to be enemies.

      I've been waiting for a game with huge dungeons, huge world, complex factions, localized economies, armors, and creatures. I'd love even more to be able to ally with mob factions.

      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
    53. Re:Lag. by RiotingPacifist · · Score: 1

      Could you only turn it on, once population density gets too high?

      --
      IranAir Flight 655 never forget!
    54. Re:Lag. by N1ck0 · · Score: 1

      You could do 48GB on any modern server...it would be one bank of 32 and another of 16...which would be quite odd but, still possible. My new Generation 6 HPs are sporting 72GB of 10600 DDR3 across 3 Banks.

    55. Re:Lag. by slaker · · Score: 1

      Tyan and Supermicro server boards, if nothing else.

      --
      -- I wanna decide who lives and who dies - Crow T. Robot, MST3K
    56. Re:Lag. by Thomas+the+Tank · · Score: 1

      Yeah - Vmotion may work with lightly loaded systems - it may never complete with heavy memory IO in progress though.

      There's also size limits on the vmware guests - such as processor core limits of 2 or 4 now, and limitations in the implementation of the processor scheduling.
      + you can't scale up vmware machines as well as you can the larger hardware systems.

      So vmotion may be useful in moving the lightly loaded guest systems OFF the server itself, to give more capacity to an instance - but would impose maximum size limits
      of its own - in both CPU and memory terms.

      Implementing an ability to share and migrate workloads at the application level might be an alternative move - that way you could perhaps distribute workload live to some grunty boxes with plenty of spare CPU cores and memory capacity (considering how cheap 128GB 24 CPU core systems are now....) -

      Using such a method you could also distribute workload over more vmware guests - but then you're "wasting" memory and cpu workload on OS instances rather than game workload :-)

    57. Re:Lag. by Anonymous Coward · · Score: 0

      6 million people disagree.

    58. Re:Lag. by zwei2stein · · Score: 2, Insightful

      I disagree.

      I would compare my time in WoW:

      Despite being multiplayer and bumping to other people, most of them played alone, not in groups. Certain quests forced people together, but it was pita to set up group that was destined to break apart in seconds afte completition of hardest objective (waiting for 30 minutes for someone arrive just for that? oh come on.), and since they were optional ...

      Even when doing instances, groups dissolved asap last boss was reached. Only real thing where working together with players was worth it were raids. Yawn.

      Best thing that MP did for me was ability to be "nice" to strangers by casting long lasting buffs on them.

      In guildwars, I can be anywhere in seconds. Seconds, at not cost. Is there anything more awesome MMO can do to help socialization? All people in friends list are one second away. I can join group for any dungeon/mission i fancy in seconds. World is huge for me, not limited by where i can travel during my gaming session.

      Compared to wow where i would pretend being afk when asked for help because i simply could not bear zepelin/windrider/mount timesink.

      Hint: you do not build comunity by forcing people to play together.

      You build community by giving people tools to easily meet and play together.

      --
      -- Technology for the sake of technology is as pathetic as eschewing technology because it's technology.
    59. Re:Lag. by LandDolphin · · Score: 2, Insightful

      I too would enjoy the game you mention. Specially if you mixed in a little of the PvP and player cities of Shadowbane. But it isn't going to happen. A "hard" game is a nitch market and the big thing now is being the next "WoW Killer". WoW is easy, VERY easy. thign start out easy and then they make them even more easier over time. There are no negatives is the game. You die? jsut enter the instance you were in and boom, your alive again. repair? you probably earned more gold from trash mobs in the instance then you need to spend on repair. And if you didnt, do a few simple quests, that you can repeat over and over, and you've got more then you lost in repairs.

      People like simple. They like to think they like hard, but they really jsut want the feelign of acomplishment that comes with winning. Because of that, games like WoW will be popular and games that you want will be a nitch market. The problem is, does any game company want to develope a game for 250K people? Or would they rather try and make a WoW clone and get 1000K+ people?

      --
      Spelling and Grammar errors have been added to this post for your enjoyment
    60. Re:Lag. by Endo13 · · Score: 1

      I absolutely hate how Guild Wars does it. It's actually one of my biggest beefs with the game. The game doesn't run on "shards" at all. The whole game is instanced, and the towns are little more than lobbies.

      --
      There is no -1 Disagree mod. Slashdot.org/faq defines mod options. USE IT.
    61. Re:Lag. by N1ck0 · · Score: 1

      Of course its usually a exponential communication problem with dealing with groups. If I'm standing with 10 people in a group not only do we need to fetch the world from the servers. We also need to send our avitar's audio, model data, textures, etc to 9 other people...and they in-turn are fetching 9 other user updates. In many cases it all routes through one communication channel to the server and what is relevant to the user's POV is sorted out on the client....in many cases that can be a large amount of data to stream, buffer, and sort through constantly. You could push this burden off to the server and transmit only relevant data to each client, but thats usually can cause more world update problems...also you loose the ability to try to do predictive calculation of models on the client box based on your own actions because you have to request all the textures, models, etc that were not in view 10 seconds ago but now are in view because you changed angles.

    62. Re:Lag. by Anonymous Coward · · Score: 2, Informative

      You build community by giving people tools to easily meet and play together.

      1) You mean like the Dalaran/Shattrath city portals
      2) The Mage-generated portals (Ask a mage for a portal, it's not that hard)
      3) the 30-minute hearthstone
      4) Players NEEDING other players for something other than questing (enchanting, transmutation, jewelcrafting etc)
      That's how Blizzard tried to build a community.

      What they got was
      1) Everyone in Dalaran, incase someone wanted them in another city, causing lag
      2) Like I said, asking a mage isn't that hard, getting him to do something other than ignore you is something else
      3) People complaining that it makes travelling TOO EASY and is a symptom of the dumbing down of the game
      4) Players scamming others out of materials, or getting shirty about not being tipped for their services

      The building blocks of a community is there. People screwed it up.

    63. Re:Lag. by SignalFreq · · Score: 1

      64GB of memory has been supported for a LONG time, especially with server class hardware. Usually requires a Xeon or Opteron processor.

      From 2005: Opteron based: http://www.digitimes.com/mobos/a20050729PR208.html

      Xeon based: http://usa.asus.com/products.aspx?l1=9&l2=39&l3=712&l4=0&model=2147&modelmenu=2

      How about 256gb? http://www.supermicro.com/Aplus/motherboard/Opteron8000/MCP55/H8QMi-2+.cfm

    64. Re:Lag. by Endo13 · · Score: 1

      You build community by giving people tools to easily meet and play together.

      That's a start, but it's not enough. You also have to make it more fun and rewarding to play with other people than to play solo. With Guild Wars, for example, you can play the whole frakking game through, start to finish, with one friend. In fact, a good 99% or more of the content is actually easiest to play that way. That's what you call co-op, not multiplayer.

      In guildwars, I can be anywhere in seconds. Seconds, at not cost. Is there anything more awesome MMO can do to help socialization? All people in friends list are one second away. I can join group for any dungeon/mission i fancy in seconds. World is huge for me, not limited by where i can travel during my gaming session.

      You know what else it does? It trivializes the game world. It tells you how valuable the game developers think their game world is: not very. And yes, I do know what I'm talking about. I've played about 2,500 hours of GW and probably 3,500+ hours of WoW. I'll gladly give up the instant teleportation for a real game world.

      --
      There is no -1 Disagree mod. Slashdot.org/faq defines mod options. USE IT.
    65. Re:Lag. by Sobrique · · Score: 1

      Sorry, I'm not buying that - in an FPS the difference between a 60ms and 200ms ping is significant. In EVE the game remains perfectly playable at 1000ms, simply because of the nature of the gameplay. To say one alliance did well because they had a 'low ping' is a fallacy - I know why that one alliance did very well, and it's much more to do with how they operated - they were well organised out of game, and hardcore about their dedication to the cause - they'd always be on voice comms, and turn out to compulsory ops even off timezone. They had a 'phone chain' for people to wake them up for a fleet battle. It's a bit more hardcore than my gaming habits are, but it payed dividend - you get a group who all take it very seriously, then you get some very impressive things happening as a result.

    66. Re:Lag. by Endo13 · · Score: 1

      And in Guild Wars, the *only* people you ever play with more than once are people on your friends list or in your guild. That's what having everything instanced on the same "shard" does. It's so bad that they have the game show you the names of the last few players you teamed up with.

      There's a whole host of reasons why this is bad, but I'm only going to mention a few of the biggies. First is player reputation. In a real community, if you stick around long enough you start to learn who people are by reputation - even people you've never met. The second is, it basically turns the game from a true online multiplayer game to one that you just play with a few friends. Why bother playing with anyone else? You'll only be teaming with someone you've never met before and you have no idea if they're a good player or completely inept (most likely they are). You may as well go play something like Neverwinter Nights. You'll be playing with the same people anyway, but you have the added bonus of being able to create your own maps.

      I'm not trying to say Guild Wars is a bad game, but community is definitely not one of its strong points.

      --
      There is no -1 Disagree mod. Slashdot.org/faq defines mod options. USE IT.
    67. Re:Lag. by Anonymous Coward · · Score: 0

      More to the point, how did he get his mom to buy it?

      Fellow WoW players need to know.

    68. Re:Lag. by mounthood · · Score: 1

      ...unfortunately centralized systems usually take either large centralized shared storage, RDBMS, schedulers, resource allocation management, etc; or the proper development of a distributed data server farm. This ends up costing a lot of money and a decent amount of development & operations manpower...in the MMO world your profits are not that high to begin with.

      Check out http://projectdarkstar.com/. It's a FOSS, J2EE style application server, and nearing 1-point-oh.

      --
      tomorrow who's gonna fuss
    69. Re:Lag. by harl · · Score: 1

      You can't eliminate lag caused by population density. A linear increase in players in an area is an exponential load on the server.

      I honestly don't expect a solution until we see a paradigm shift. The real use of paradigm not the PHB use.

      No matter how much processing power you have eventually n+1 players will be in an area.

      Until we have said paradigm shift the only solution is to in some way limit the number in an area as is done with instances currently.

      --
      I find being offended by me offensive.
    70. Re:Lag. by nschubach · · Score: 1

      In guildwars, I can be anywhere in seconds. Seconds, at not cost. Is there anything more awesome MMO can do to help socialization? All people in friends list are one second away. I can join group for any dungeon/mission i fancy in seconds. World is huge for me, not limited by where i can travel during my gaming session.

      You may think so, but then you segregate yourself to a few regular players and you find yourself depending on them and them alone. You build your character to support only groups with them (or a small group in your guild) and you find that you never play with anyone else. Why play an MMO if you always group with the same people?

      Enabling fast transport feeds sites that provide quick leveling guides, easy experience places get filled with players (instancing makes this even more of a problem) because people soon learn that the best place to level from 15-20 is X location. In other words, metagaming. The game becomes finding data on how to play the game most efficiently. Lack of efficiency breeds community, playing with others to finish a goal, getting a group through some dungeon could have them adding you to their friend list. If you aren't on to play, they might look for another player (because their experience with you, a random stranger, got them an objective) instead of logging off because all their friends aren't on and they think they can't trust a PUG.

      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
    71. Re:Lag. by cbhacking · · Score: 1

      Essentially, that is actually what EVE does. All players are connected to the same server cluster, can talk to one another, etc. However, the varius star systems might be running on different physical machines, providing high performance within a given system (where it really matters if a given player can see another instanly, lest they not be friends) but allowing the effort of keeping track of the huge number of objects in a given system (asteroids, ships, NPCs, starbase components, missiles, fighters, deepspace complexes, and of course players) to be split by system. Low-occupancy systems may be combined on a single box, but high-activity regions have their own dedicated hardware. You can even tell CCP if you plan to have a big fight somewhere, and they'll put that node on a dedicated machine (although in practice people don't always send this warning).

      Jumping between nodes is already part of the game (star gates, jump drives, etc; you can't simply fly from one system to another). There are a few things, like joining a fleet, that will prevent you from switchign systems for a few seconds. Every now and then an overloaded system will be closed to incoming traffic because it is overloaded, which will only affect people trying to make that jump.

      --
      There's no place I could be, since I've found Serenity...
    72. Re:Lag. by nschubach · · Score: 1

      I've had my fair share of bad players. I've also been pleasantly surprised by people in pick up groups. There will always be a small percentage of the community that "ruins" the game for the majority. It doesn't mean that we need to rewrite the game to avoid those situations. It just means you need a mechanism to avoid those that don't work well with others. A karma like system might work if it was done well. (ie: only those who gain a certain amount of karma can rate up a player or something) A proper LFG tool that allows you to filter out bad players (and friends of foes) would go a long way as well.

      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
    73. Re:Lag. by DrVomact · · Score: 1

      Compared to wow where i would pretend being afk when asked for help because i simply could not bear zepelin/windrider/mount timesink.

      What a bunch of wusses you young whippersnappers are. Back in my day, you had to wait for over an hour for a ship that might never come (they would regularly sink). Then you had to be sitting in the little canoe-things that would take you out to the big ship...major pain the first time when I didn't realize the ship itself wasn't going to come pick me up. Then you had the trip itself, which probably only took about 15 minutes. And the way back was no faster.

      Back in the olden days, game designers knew how to administer pain, and make you pay for it. Yes, I'm talking about Everquest (not number 2). Heck, you think spending real-time hours traveling to a new continent is bad, how about losing your corpse through drowning somewhere in a shark infested ocean, eh? I mean back before they made EQ easy, and had resurrection altars and all that crap. Corpse retrieval was a challenge then. I didn't stay up until 5 AM and go to work the next day with 2 hours of sleep because I was questing...nooooo I was being a loyal group member and helping some poor schmuck who had died in an impossible location, camped by red mobs (you remember, the ones that were labeled "What do you want your tombstone to say?" when you conned them).

      But despite the absolutely punishing gameplay, despite the rare mobs that you had to camp for days because that was their spawn interval, despite the forced grouping, that game had a sense of community in the first few years. It had the feel of a real world—in that it was a good place to be.

      And yes, I played Zork and the earlier text-based RPGs. None of them were as painful as EverCrack. And no other game has ever been so much fun. I know it sounds paradoxical, but sometimes a game that makes you work is the most fun. I think it's called "challenge".

      --
      Great men are almost always bad men--Lord Acton's Corollary
    74. Re:Lag. by Anonymous Coward · · Score: 0

      Most of the time, when MMO players talk about "lag" they are talking about server load, not actual network latency on your side of their border routers.

    75. Re:Lag. by Draek · · Score: 1

      Well, yes. Guild Wars isn't a WoW clone so much as a much-improved Diablo II with a nicer lobby system. And that's probably why I love it so much, when I couldn't get into any other MMO I tried. The whole "waiting for cows to spawn to kill them for exp along with 30 other guys doing the same" thing made grinding feel *far* too much like, well, grinding.

      --
      No problem is insoluble in all conceivable circumstances.
    76. Re:Lag. by rgviza · · Score: 1

      In eve there are large numbers of barely populated systems. Skills at placing sell orders and contracts overcome "nobody will ever see my order" issues.

      Anyone that complains about trade/mining hub lag is causing their own problem. I started playing again, but only have a few hours a week due to social demands and I spend most of my time in systems with 2-15 people in them. I've never had any trouble selling stuff and getting a good price, or finding what I need to buy. I don't go near overcrowded areas, ever.

      I have 0 lag. I've developed relationships with the locals in the systems I frequent. I prefer the "small town feel" that playing like this engenders... I interact with others but not in such a way that it ruins my gaming experience with lag.

      --
      Don't kid yourself. It's the size of the regexp AND how you use it that counts.
    77. Re:Lag. by rgviza · · Score: 1

      they have blades and move systems around to different blades based on load. IE you have a system like Jita which is on a blade by itself, and a bunch of barely populated systems on the same blade.

      The real solution is they need to recode the server side of the game and put it on a mainframe. That's really the only type of system that has the IO capability necessary to do it right. Of course that might cost more money than CCP makes ;)

      --
      Don't kid yourself. It's the size of the regexp AND how you use it that counts.
    78. Re:Lag. by fractoid · · Score: 1

      Tis true, that any logical resources ("the mailbox", "the auction house") require centralised shared storage, but that said, the storage required is similar to any other large scale storage required by massively multiuser online apps such as facebook, google etc.

      The real art is finding all the points where your game centralizes, and then coordinating the game design and the tech squad to design the game so that it doesn't require players to stress the weak points.

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    79. Re:Lag. by Cornflake917 · · Score: 1

      Is town too busy? Boom, new set of districts is spawned! They will be probably located on different server too, making players overcrowding non issue.

      Yeah, but then not all players exist in the same world, do they? Kind of defeats the purpose having one shard.

    80. Re:Lag. by Cornflake917 · · Score: 1

      Have you played an MMO lately? The "community" is usually the worst part of the game...

      If you believe this, why do you play MMO's?

    81. Re:Lag. by Cornflake917 · · Score: 1

      That's why there are guilds. People are assholes to strangers in real life. Why do you expect anything different from an MMO? When you get into a good guild where most people are pretty cool, that's when there's a community. Otherwise, most other players might as well be seen as NPC's.

    82. Re:Lag. by brkello · · Score: 1

      Well, that's Guild Wars. I really don't know any other MMO that feels empty like that. Yeah, you go in to instances and do raids, but that is because if they weren't in instances, there is no way anyone would complete a raid because other people would come in and screw you up.

      And you can play most MMOs like a single player game. It's up to you to actually communicate. If going off by yourself isn't fun for you..well, then maybe you shouldn't do that.

      --
      Support a great indie game: http://www.abaddon360.com
    83. Re:Lag. by Zencyde · · Score: 1

      Both of the numbers you stated make me sad.

      --
      What day is it? Could you please tell me?
    84. Re:Lag. by Kwai · · Score: 1

      That video was just a bunch of people running around and then beating on a object. It didn't show any good PvP combat. I've seen better videos from DAOC and that's a old game.

    85. Re:Lag. by nschubach · · Score: 1

      But despite the absolutely punishing gameplay, despite the rare mobs that you had to camp for days because that was their spawn interval, despite the forced grouping, that game had a sense of community in the first few years. It had the feel of a real world—in that it was a good place to be.

      I'm a little drunk right now... but yeah... that's the feeling. Helping people because you know it's a bitch. I remember sitting in EC as a level 50 Enchanter giving out buffs and helping to break camps. It was actually fun and empowering to help other people. I would help people get through dungeons. Not getting a lick of experience. Not because I was bored, but because it was fun. Sharing my experience with someone and helping them out. I really miss it quite a bit. Today, getting a group is a 15 second ordeal. People complete their mission and they leave because the quest itself give more experience than staying in the group. It's sad.

      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
    86. Re:Lag. by zwei2stein · · Score: 1

      All this comes at cost thou. Needless annoyance makes people not to log in again.

      I prefer cruel challenge that stays between me and juicy rewards, bling bling should be connected to boss-related nightmares.

      But basic gameplay should not be designed to frustrate. I play roguelikes for that :).

      --
      -- Technology for the sake of technology is as pathetic as eschewing technology because it's technology.
    87. Re:Lag. by Hubbell · · Score: 1

      I was just showing a video with hundreds of people and no lag, here's a video of dozens fighting, noone really frapses huge fights sadly, once someone rolls a city with 2-3 warhulks though I'm sure there'll be atleast 5 videos made.
      http://www.youtube.com/watch?v=eb5Kn7hdMQ8&feature=related
      And what does DAOC being old have to do with whether there are good pvp videos for it? There are dozens of good Asheron's Call PVP videos out there and it's even older than DAOC.

    88. Re:Lag. by DrVomact · · Score: 1

      Yeah, it's important to remember that there's a big difference between challenge and pointless frustration. One is a stimulant to gameplay, the other is a turn-off.

      --
      Great men are almost always bad men--Lord Acton's Corollary
    89. Re:Lag. by EricTheO · · Score: 1

      Spawning new districts dosen't sound like a good solution. I don't want to play in a world that keeps chaging size and shape based on the player population ( the idea reminds me of Dark City ). What is needed is a system that scales with player population such that as load in an area increases, the load in that area is handed off to as many servers as needed to keep reasonable playabilty (i.e.- divide the area into as many smaller pieces as needed). As player population increases in a given area the data streams for that region exponentially increase. Another factor tied to the load on the servers is the need for VERY FAT PIPES feeding in and out of the server farm.

      --
      -Eric
    90. Re:Lag. by blahrvat · · Score: 1

      Just implement team kill as well, then slaughter idiots that are blocking dungeon doorways. That or have your guild ally with guilds from enemy sides to come and take out the retards for you, with impunity from your guild.

    91. Re:Lag. by Lord+Kestrel · · Score: 1

      The lag isn't too bad these days. With ~800 people in i1y over the weekend, module lag was in the 3-5 second range. Once 400 angry russians had logged off, it was just fine, and we had an easy time ganking those who logged off with aggro.

  2. The should just do what most developers do by Colin+Smith · · Score: 1

    Hand the problem over to the DBA...

     

    --
    Deleted
    1. Re:The should just do what most developers do by Inominate · · Score: 2, Insightful

      CCP did this with eve for a long time. It resulted in the creation of the massive supercomputer that is the eve cluster, and the resulting realization that they had solved the wrong problem. Individual node load turned out to not be a direct factor of total players online.

    2. Re:The should just do what most developers do by DragonWriter · · Score: 1

      Hand the problem over to the DBA...

      I know that's meant as a joke, but I can't help thinking that the problem here is a database one (though one for database implementors more than DBAs)--with an efficient, scalable distributed database as the central repository of information about the state of the game universe, you can distribute clients freely among servers (giving instant balance) without worrying about their relation to particular locations in the game. So if you have enough servers to handle the total player load, it doesn't matter if they are spread out uniformly at one time and all concentrated in one place at another.

      Of course, that's a big database implementation problem to solve.

  3. I want to see all MMORPG on one server by linzeal · · Score: 5, Funny

    Think of how much fun it would be to crash one of those Eve Online ships into the shire!

    1. Re:I want to see all MMORPG on one server by Hecatonchires · · Score: 1

      My guards common mitigation is over 50%, so he'd be fine for the kinetic shock, but my fire mitigation is crap, so I'd probably take more from that... Have to get that good fire mit shield from the moors I guess.

      --

      Yay me!

    2. Re:I want to see all MMORPG on one server by Canazza · · Score: 3, Funny

      NPC: Hello Bodo Gaggins, we need you to deliver some pies to various places in the shire

      Deliver pies to:
      Bree
      Stormwind
      and The Crashed Ammar Frigate that used to be Hobbiton

      --
      It pays to be obvious, especially if you have a reputation for being subtle.
    3. Re:I want to see all MMORPG on one server by DMUTPeregrine · · Score: 1

      Why crash when you can just start a nice orbital bombardment?

      --
      Not a sentence!
    4. Re:I want to see all MMORPG on one server by GoNINzo · · Score: 1

      I have a very special mission for you today, Bilbo. A high-ranked Overseer of a secret Caldari State compound in Rancer in the Mordor region has requested items of ours that must be delivered to him a.s.a.p. This job must be done in complete secrecy, we do not want the contents of this delivery to fall into the wrong hands. As a precautionary measure, we have set up an explosive mechanism inside the containers encasing these objects of ours which will trigger should anyone attempt to tamper with them. I trust you on this, Bilbo, be very discreet and avoid confrontation with hostiles en route to your destination at any cost. Make haste! This is an important mission, which will have significant impact on your faction standings.

      Warning: Rancer is located in a low security area and you are sure to be raped by orcs if you enter.

      --
      Gonzo Granzeau
      "Nothing the god of biomechanics wouldn't let you into heaven for.." -Roy Batty
    5. Re:I want to see all MMORPG on one server by Anonymous Coward · · Score: 0

      I would pay good money for a game like this.

    6. Re:I want to see all MMORPG on one server by Anonymous Coward · · Score: 0

      Because I ganked them with a HIC/HAC gang with falcon support

  4. Make the game simple by Anonymous Coward · · Score: 0

    the runuo team does a great job handling over 1000 players simultaneous on a single server.

    i remember when they first migrated to 64-bit, holy crap the server-saves were so much faster...

    havn't played on their servers in awhile tho, i'd be surprised if they were still as well populated.

    (if you don't know what i'm talking about: Ultima Online private servers, which ironically have always been called "shards")

  5. Impact? by American+Terrorist · · Score: 5, Insightful

    "since it better allows player choices to have a meaningful impact on the game world"

    Am I the only one here who doesn't want the collective impulses of 1 million 15 year olds impacting my game experience? Instead of theorizing about how awesome it would be to have a server with 5 million people on it at the same time, why don't they try to design a game that would actually be fun to play with 5 million other people on your server. I can't think of any, but if they can, I'd at least be willing to listen to their ideas.

    Since the authors of this worthless article don't have any new ideas other than "WoW with tons of people on the same server!!!", I don't know how this thing got out of the firehose.

    1. Re:Impact? by Desipis · · Score: 1

      I think that it would be better to break up the servers in some sort of meaningful way like say, play time limits. Have a server with unlimited time, one with a limit of 20 hours a week, 5 hours, etc. That way you can cater to a wide variety of players and they can all have a meaningful impact within the way they wish to play. If you rely on procedurally generated content then there shouldn't be a major issue with supporting different outcomes on different servers.

    2. Re:Impact? by Anonymous Coward · · Score: 0

      I don't know how this thing got out of the firehose.

      I blame soulskill.

    3. Re:Impact? by Anonymous Coward · · Score: 0

      The problem with this (dividing according to play style)is that players don't always play the same style. ie when I'm at university I barely play at all, but when it's time for holidays I game for a few hours a day. And sometimes I just want to farm loot, or go pk'ing.

      Also re:time limit servers; they make forming lasting player relationships difficult, you might meet someone who you enjoy playing with, but your play times rarely overlap. It would be a nightmare for guilds, which rely on a core of players who play more than others to maintain the guild over the long run.

    4. Re:Impact? by KibibyteBrain · · Score: 1

      Yeah, I didn't get that point at all. The real world has billions of concurrent users and the general effect is the importance of any one unit is reduced. Also, they would have to likewise upscale infrastructure so think of in game cities paralleling the size and scale of real cities, where even locations become less significant. What they should instead do is try to have their cake and eat it too. Share servers for economy, etc, but reduce the number of players one can interact with those a statistically generated representative set. That way you could still have "cities" the size of small towns and less then a thousand people on the screen at a time, but still give the player access to everything an everyone.

    5. Re:Impact? by Yvanhoe · · Score: 4, Interesting

      I was very surprised to discover the concept of shards when I first got interested into MMORPG. Such games are not MMO but simply multiplayer games... That makes the whole thing sound like a crooked deal : "yeah, there are 5 millions people connected but don't worry, you will be alone in the most popular dungeon. Oh, and don't worry you won't have any impact in the world since the place where you are is just instanced and will be respawned identically once you finish it."

      EVE is a very good example of the interest of having a single universe where players actions do have an influence, but it is not for everyone, some people will get intimidated by it. However, I don't understand why they think that the EVE model won't scale. They already have 300 000 players and their system is quite simple : different stellar systems can run on different servers. You cannot interact with something that is not in the same solar system, for that you have to "jump". It is easy to add more systems by adding more servers. It does scale up.

      --
      The Wise adapts himself to the world. The Fool adapts the world to himself. Therefore, all progress depends on the Fool.
    6. Re:Impact? by Anonymous Coward · · Score: 4, Insightful

      Am I the only one here who doesn't want the collective impulses of 1 million 15 year olds impacting my game experience?

      For one, you'd be mistaken about the "it's only 15-years old playing" cliche. Granted, a lot of oldsters act like they're immature teens, but still. If you're interested, head to Charles Stross' presentation at Login 2009 where he speculates about MMOs in 2030.

      Anyway, you won't be rolled over by a 1-million strong wave of players trying to kill-steal your camp. There's a difference between total numbers and player density in the game world. You need to increase the numbers, but keep the density low. And that requires a lot of social systems in place. Regardless of whether you're thown in Smallville (WoW-ish model, complete with its contingent of sociopathic über-powered peeps ready to faceroll you for the fun of it. Like Smallville. Minus Clark) or Metropolis (the uber-EvE model), you probably know only the few people in your guild, your guild alliance, some iconic local figures, and that's it. What makes interesting a large server are:

      1) The large choice: no matter what you're interested in, there's people interested in the same (which, on smallville-type servers, is an iffy proposition)
      2) The economy. It's impossible to build a workable complex economic system when there's less than 10k people interacting with the economy. The economy remains ludicrously simple (and easily manipulated). Compare to a 250k-players economy of EvE, and it's not even comparable. Go to million-players economies, and you end up with mechanisms that work.

      But the two points above should tell you what kind of game it's interesting to design. It's not a game about being the Hero and going to Slay the Dragon. It's a game about social interactions, player-based activities, with a major economical facet. That's what you need. Not, like the article implied (it's a general public article, after all) WoW with a single shard, but something different. EvE shows it's possible (why do you think the vignettes for the article show that game?).

    7. Re:Impact? by Bored+Grammar+Nazi · · Score: 3, Informative

      Not, like the article implied (it's a general public article, after all) WoW with a single shard, but something different. EvE shows it's possible[...]

      It's possible on EvE because the place is basically empty. A space station here, an asteroid belt or two there, a couple planets... In the end, it's just a bunch of generic models thrown around in what otherwise is a lot of empty space.

      Now imagine doing the same on a WoW-style game. You would have to do a huge work of world design. Surely there are algorithms that can generate assloads of terrain, cities, etc, but your designers still have to tweak things in the gameworld to make it interesting.

      Not to mention the amount of disk space that would be required for the data files making up this non-empty gameworld.

    8. Re:Impact? by NightRain · · Score: 1

      The problem EVE suffers from though is the player market tends to attract people to the biggest hub in the game. And it doesn't matter how much the player base is spread out overall if a fixed percentage of them goes to that market hub at any given time, as there will be an ever growing number of people using the server that system is running on. If the subscriber base grows too fast the ability of technology to keep up with player numbers will suffer in those centralised locations.

      Second life suffers from a variation of this same problem

    9. Re:Impact? by nog_lorp · · Score: 1

      You are right. That game actually exists, its name is a single letter. And it is an abomination-generator.

    10. Re:Impact? by American+Terrorist · · Score: 1

      I still don't understand why people think more people always = good. I played EQ and WoW, I liked the lower server population on EQ a lot more, I knew a larger percentage of the people online at any given time, and it was more fun chatting with them than WoW players.

      And I don't get people's obsession with game economies. I want to play a GAME, not buy 3000 stacks of netherweave, then turn them into band aids. I don't care how complex the economy is, I care how fun the game is.

    11. Re:Impact? by montyzooooma · · Score: 3, Informative

      Technically they have 300k user accounts, and probably about half that many players. Multi-accounting is encouraged on Eve.

    12. Re:Impact? by Yvanhoe · · Score: 1

      Yes and several solutions have been proposed to solve this. None of them require 100 million dollars : having a smaller system in Jita, forbidding scanning or fight when the number of players is too high, trying to favor the emergence of new market hubs, have another system for trade, use different servers for the different stations of the system (makes sense if scanning is disabled).

      Seeing how long-distance traveling is a pain in EVE, I think that a bigger universe would just create more commercial hubs. A second one has already begun to appear in EVE.

      --
      The Wise adapts himself to the world. The Fool adapts the world to himself. Therefore, all progress depends on the Fool.
    13. Re:Impact? by Sobrique · · Score: 3, Informative

      Actually I think that's one thing that EVE does quite well - because of the 'nature of the game' the annoying wombats don't tend to get all that far - skill training being real time for example, is one of the best things ever - because it means you _have_ to be patient, you cannot grind level 60 in 2 weeks.
      It also means that there isn't really 'levelling up' - anything you choose to do, doesn't mean you fall behind said 15 year olds. And also, in EVE, the other players are targets, resources and obstacles, which means having more annoying idiots, just gives you that much more of a warming glow when you exploit them mercilessly.

    14. Re:Impact? by Sobrique · · Score: 2, Interesting

      Also clearing 50k peak concurrent users, which I feel's actually quite an achievement. And yes, multi-accounting .... well, makes a lot of things a lot more feasible. That's one part I don't really like actually, but I'm fairly sure I've seen statistics that indicate it's not _that_ widespread.

    15. Re:Impact? by Anonymous Coward · · Score: 0

      Aye, it's like how SecondLife has millions of users... who logged in once, said "what's the big deal?" and never came back.

    16. Re:Impact? by BikeHelmet · · Score: 1

      ...why don't they try to design a game that would actually be fun to play with 5 million other people on your server.

      I don't know about 5 million, but 500 to 5000 would be great for a Battlefield type game.

    17. Re:Impact? by azaris · · Score: 1

      Am I the only one here who doesn't want the collective impulses of 1 million 15 year olds impacting my game experience? Instead of theorizing about how awesome it would be to have a server with 5 million people on it at the same time, why don't they try to design a game that would actually be fun to play with 5 million other people on your server.

      The same reason they can't design a game that's fun to play with 5 people on the same server without one of them being a spambot, one of them using a trainer to cheat, one of them only speaking in Chinese, one of them being +20 lvl higher but constantly killing you just for fun, and one of them bombarding you with racist abuse.

    18. Re:Impact? by Opportunist · · Score: 1

      What's the difference for a game whether two people fly two ships or whether one person does it?

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    19. Re:Impact? by bazorg · · Score: 1
      "why don't they try to design a game that would actually be fun to play with 5 million other people on your server. I can't think of any, but if they can, I'd at least be willing to listen to their ideas."

      99 bottles of beer on the wall....

    20. Re:Impact? by Anonymous Coward · · Score: 0

      Yeah, but it also means that, if you want to participate in the multiplayer aspect, you have to log in pretty regularly to queue up your skill or you'll fall behind. And that it's probably pretty pointless to probably join now, you'll never catch up to the people who've been in for half a decade.

    21. Re:Impact? by Caged · · Score: 1

      As an EVE player, I can tell you that the company, CCP, has invested large amounts of money in upgrading and maintaining server capacity. I suspect they merged with White Wolf to continue funding their capacity. Their efforts have recently paid off with large reductions in lag on the busiest trading hubs and the ability to successfully complete large fleet battles with 1000+ participants (used to crash the server thread and do wierd things to player vessels).

      Sadly, the EVE Online server thread have a known flaw that poses a limit on performance - each solar system is a single threaded Python application that can only be run on a single CPU core. CCP Dev's have stated that this design flaw (which actually made sense when servers were single core, fast and hot) requires a large rewrite of most of the various subcomponents. The trend for CPU's to be slower clocked and multi-cored actually makes the new servers slower for CCP's purposes.

      So yes, EVE can scale by adding more solar systems, but each individual solar system presently has a theoretical limit of about 1500 in the same system based on current hardware.

    22. Re:Impact? by Nickodeemus · · Score: 1

      Any player above a certain skill point level most likely dual- or multi-accounts to optimize their income. It's not really possible to be good enough at PvP professions AND industry professions to make enough income to fund the PvP profession. Most of the people I know in the game have at least two accounts and some as many as 7. God knows how they have time to play 7 accounts!

    23. Re:Impact? by GuyWithLag · · Score: 1

      Hell, the Jita/Market hub problem has a very easy solution: just tax transactions more if they take place in congested systems. With th volume of trade that goes on in Jita and the margins available, even a 0.1% tax of items sold there would cause traders to seek other nearby systems.

    24. Re:Impact? by relguj9 · · Score: 1

      Yea, maybe 100 million dollars to make existing MMORPG's work on a single shard. Probably well below that number to use crafty design from the ground up to solve the problem.

    25. Re:Impact? by ewenix · · Score: 1

      Since the authors of this worthless article don't have any new ideas other than "WoW with tons of people on the same server!!!"

      Then everyone (including all those damn kids) would be able to play both horde and alliance on the same 'server' and all the obvious problems with that.

    26. Re:Impact? by LandDolphin · · Score: 1

      I agree. When playing games like DDO, it reminds me more of a Virtual Battlenet then a MMO. Instead of finding people to play a multiplayer game with in a chatroom, you're finding them in a 3d chatroom with avatars.

      --
      Spelling and Grammar errors have been added to this post for your enjoyment
    27. Re:Impact? by thePowerOfGrayskull · · Score: 1

      Am I the only one here who doesn't want the collective impulses of 1 million 15 year olds impacting my game experience? Instead of theorizing about how awesome it would be to have a server with 5 million people on it at the same time, why don't they try to design a game that would actually be fun to play with 5 million other people on your server. I can't think of any, but if they can, I'd at least be willing to listen to their ideas.

      There's this great game with over 6 billion people playing on the same server!!! It's pretty fun, too.

      Or so I've heard, at least.

    28. Re:Impact? by brkello · · Score: 1

      No, no it doesn't scale. You can make the system bigger, but it only works if people spread out. Too many in one system and the node goes down. Last time I looked at their peak numbers of players (which I admit, has been awhile) playing at the same time is 50k. 300k playing all at once would cause Eve to explode. And not in the good way.

      --
      Support a great indie game: http://www.abaddon360.com
    29. Re:Impact? by Dan667 · · Score: 1

      Actually, that is not true about EVE. Everything in PvP is very specialized so a new player can have a big impact by training for a fleet role, like webbing, scouting, missile boat, etc. And, it does not really take that long to have a comparable character for smaller ships, there is a skill element so an old character that picked a bad ship setup will get crushed by a new one with a good ship setup (and it happens a lot). It is only if you want to pilot the biggest ships that you need to have an old trained up character.

    30. Re:Impact? by Anonymous Coward · · Score: 0

      Problem is you get stuck farming for eight hours a day to maintain your point and leveling can take YEARS, the grind in Lineage is a lot shallower of a curve than that game. Plus most skills are massive time and gold sinks to get the skillups. Granted I am playing to, just a year more till I can level up to Manager assuming I can make it past the darn quest that that VP guy sets you on.

    31. Re:Impact? by Anonymous Coward · · Score: 0

      And does it really matter if one person can be involved with multiple sides/factions in a conflict? You learn to deal with spies and ruthlessly persecute them. Take a look at Eve sometime, and the rampant spying/metagaming, and how it is dealt with. Mittens aka Mittani is a good place to start if you're curious.

    32. Re:Impact? by Anonymous Coward · · Score: 0

      I still don't understand why people think more people always = good. I played EQ and WoW, I liked the lower server population on EQ a lot more, I knew a larger percentage of the people online at any given time, and it was more fun chatting with them than WoW players.

      (EVE player here)

      You seem to miss the point here. It's not about more people. It's about (all) people playing on the same server(s). Of the 300k active subscriptions of EVE, I interact with a couple dozen on a regular basis (corp mates and other friends). Add 1-2 hundred who I interact now and then (ally mates).

      But although I have no direct personal relation to Goons or Kenny (two of the largest player alliances), I can see what they're doing (solar systems belonging to their sovereignty, for example). Their acts change "my EVE" as well. A system that was occupied by enemies before, meaning I couldn't go there without much risk involved, could become a friendly system for me or vice versa, because one entity fought over it with another entity.

      All those shiny items I buy from the market might be manufactured and supplied by one of those players I never interact directly with.

      At least to me, this is what makes EVE interesting: you actually can make a difference and your actions can impact all other players. So, if you tell the story of an epic fight, that fight happened for all other EVE players (letting aside the Chinese server) as well. It's not "Well, cool story, but not my server, so what? On my server, BoB is still the biggest boy in town."

  6. Shards, mirrored worlds and servers by jsse · · Score: 1

    Currently, this is impossible because of the nature of âoeshardsâ, âoemirrored worldsâ, or, as they are best known, âoeserversâ (though this last term is somewhat inaccurate).

    It's true that the term "Servers" is most inaccurate, because a single virtual world could be composed of by multiple servers.

    "Mirrored worlds" is also not quite right. In MMO we always refer a world as a virtual environment where activities within are synchronized and persistent. Mirrored worlds recurrsively take reference to the same term but describing different things.

    I buy on using "Shards".

    1. Re:Shards, mirrored worlds and servers by Canazza · · Score: 1

      Shard is more than just that too, as a single 'Server' may use multiple shards (For cities, instances etc)

      I prefer 'Realms' but really it's just down to local terminology.

      --
      It pays to be obvious, especially if you have a reputation for being subtle.
  7. Ah, but what I'M interested in is.. by Turnpike+Lad · · Score: 1

    how long until we see a MMO that is run _entirely_ server-side - that is, a game that does all graphics and game logic calculations server-side, OnLive style, and simply streams HD-video to each client. If this considerable hurdle could be jumped, we might be able to see a lot more in the way of a dynamic MMO world, with actual physics, terrain deformation, collision detection, and a bunch of other features that are tough to do with the current client-server system.

    1. Re:Ah, but what I'M interested in is.. by Anonymous Coward · · Score: 0

      Because surely there's more video processing power server side than client side. Brilliant!

    2. Re:Ah, but what I'M interested in is.. by American+Terrorist · · Score: 4, Insightful

      how long until we see a MMO that is run _entirely_ server-side - that is, a game that does all graphics and game logic calculations server-side, OnLive style, and simply streams HD-video to each client. If this considerable hurdle could be jumped, we might be able to see a lot more in the way of a dynamic MMO world, with actual physics, terrain deformation, collision detection, and a bunch of other features that are tough to do with the current client-server system.

      Just.... no. There are many reasons graphics are done client side. Let me know when you figure them all out. Sure, something like this is theoretically possible, but only if you want to pay upwards of $200 per month to play that game. Since it's a lot cheaper for me to buy a really nice graphics card, why not render client side?

    3. Re:Ah, but what I'M interested in is.. by Anonymous Coward · · Score: 0

      I'd give it like 40-50 years, and we probably won't even use anything that resembles a current day computer to interact with it.

      Do you realize how many things would have to be overcome for that to happen?

    4. Re:Ah, but what I'M interested in is.. by Turnpike+Lad · · Score: 1

      Yeah, there are tons of hurdles in the way. But I don't think it's as far off as it seems. OnLive claim to be able to do exactly this with many AAA titles right now. I'm not claiming that it's something we can do right now or even within the next few years -- but I think it's definitely not four or five decades away.

    5. Re:Ah, but what I'M interested in is.. by hattig · · Score: 1

      Right, so a MMO with >1 million players (200,000 online at the same time) would require 200,000 graphics cards at the server end, which would be rendering the game and converting that into a video stream, hopefully at least a 20mbps HD stream to be playable and worth using. So we're talking about a 4 TERABIT network connection from this super computer. We're talking about venting 16MW of heat just from the GPUs, or probably 80MW in total from the servers.

      Me? I suggest that the player buys their own graphics card, and that the servers just stay in the world of mathematics - the servers know where the users are (or can interpolate mostly accurately), the algorithms for physics and deformation are known - just send a message to the clients saying "Bunker Bomb exploded at x,y,z with force n".

      It doesn't solve the problem of the user with GMA950 graphics and a 1.6GHz Atom, but that would probably have problems decoding ta 20mbps video stream anyway.

    6. Re:Ah, but what I'M interested in is.. by Turnpike+Lad · · Score: 1

      Just.... no. There are many reasons graphics are done client side. Let me know when you figure them all out. Sure, something like this is theoretically possible, but only if you want to pay upwards of $200 per month to play that game. Since it's a lot cheaper for me to buy a really nice graphics card, why not render client side?

      I'm not saying this is possible right now. But don't you think that it might be feasible if in a few years bandwidth has drastically increased and processing power has become much cheaper? I can see lots of reasons to keep graphics client-side, but also lots of reasons to move it server-side.

      -The game is playable on any computer with a video card strong enough to play HD video.

      -Developers only have to worry about one particular piece of hardware: whatever beast of a machine is going to be running the game. Graphics can be on 'ultra high quality' all the time because it will always be running on top-of-the-line equipment. Perhaps the architecture can even be a bit more economical than one CPU + GPU per game stream.

      -Exact synchronization is possible: the state of the gameworld that you see is exactly the same as what everyone else sees. Lag is still a problem, but it no longer results in diverging game states - it's just a ping problem.

      This particularly allows MMOs to become a whole lot more detailed in their simulation.

    7. Re:Ah, but what I'M interested in is.. by Anonymous Coward · · Score: 2, Insightful

      There have been several discussions on slashdot about just such a thing. I found one as recent as March 24th. Breaking down all the arguments, you run into one fundamental unsolvable problem: latency. No matter how fast hardware becomes, you're still limited on the speed of light for how quickly you can transmit input from the user to the server and back again. For anything that requires reaction time, this will likely be unacceptable.

      I do agree with you that it's an interesting concept. Just not feasible in practice.

    8. Re:Ah, but what I'M interested in is.. by Anonymous Coward · · Score: 0

      Jesus Christ. Next you'll be saying people should only need a monitor, a keyboard, and a mouse to hook up to their internet to access some supercomputer shared with millions of other people.

    9. Re:Ah, but what I'M interested in is.. by Turnpike+Lad · · Score: 1

      But MMO games are _already_ limited by latency. I don't think it's possible to get rid of that teeny bit of lag, and you're right that it would make it impossible to do the twitch-based stuff. But who said we'd be doing any of that in an MMO?

    10. Re:Ah, but what I'M interested in is.. by DragonWriter · · Score: 1

      Breaking down all the arguments, you run into one fundamental unsolvable problem: latency. No matter how fast hardware becomes, you're still limited on the speed of light for how quickly you can transmit input from the user to the server and back again. For anything that requires reaction time, this will likely be unacceptable.

      The problem occurs regardless of where you render graphics. Current MMO have latency problems. Moving graphics to the server side (presuming the bandwidth and processing capacity to handle it) means you don't get client-to-client variations (other than those intended in the game design) in what is seen. You get latency problems in either that or the current model.

    11. Re:Ah, but what I'M interested in is.. by Anonymous Coward · · Score: 0

      Instead of slightly diverging game states you have horrendous input lag. It isn't a trade-off I'd be willing to take.

    12. Re:Ah, but what I'M interested in is.. by ion.simon.c · · Score: 1

      You may have something there. Please let me voice my objections and thoughts on the matter. Your critique is welcome and encouraged. :)

      * Latency:
      Consider that a ping of no more than ~34 msec would be required to stream responsive 30fps video. We're not talking about pre-rendered video that can be buffered to guard against future network issues, I imagine that this all would be generated on the fly.

      IDK about you, but it's a good day when I get 50 msec to the servers that I play on. An average day sees 70 msec.

      * Thoughts on Latency's affect on live video:
      I'm having trouble figuring out what would happen to an interactive, unbuffered video stream (that would probably be transported over UDP) when the latency on a client's connection rises to an unacceptable level. Would you have to drop frames? (You've seen the HPB [0] in your FPS game who skips (or teleports) around the map 'cause his ping is soo bad that he can only update his position at 1/10th the rate of everyone else, right?) Would the user see the video stream skip in the same way that folks with acceptable latency see the HPB skipping around?

      * Random trick and conclusion:
      I bet that some good things could be done by rendering things like the HUD and mouse client-side, but you're gonna have to have a faster and more reliable connection than most USian residential customers have.

      [0] High Ping Bastard

    13. Re:Ah, but what I'M interested in is.. by ion.simon.c · · Score: 1

      Hio. I have some thoughts on this matter. If you'd care to spend a few minutes reading them, I'd really like to hear your feedback.

      http://slashdot.org/comments.pl?sid=1233885&cid=27971371

    14. Re:Ah, but what I'M interested in is.. by Anonymous Coward · · Score: 0

      No the problem is if you render on the server "lag" increases and it spoils the feel for the game in a new an unacceptable way. You still have all the old "lag" problems, most of which are server load and not network latency. Then you add the increased server load of trying to render video/physics server side. Then you add actual network issues that aren't controlled by the game provider or you and depend on "network neutrality" to not throttle/packetshape/QOS all that data thrown at you. Lastly (the new an unacceptable way) your KEYBOARD now has detectable lag in the range of >100ms with a 50ms conection to >500ms with a 250ms one. I can guarantee that that >Xms is going to be a bigger number when all the companies that aren't getting paid have to handle the traffic.

    15. Re:Ah, but what I'M interested in is.. by DragonWriter · · Score: 1

      Consider that a ping of no more than ~34 msec would be required to stream responsive 30fps video. We're not talking about pre-rendered video that can be buffered to guard against future network issues, I imagine that this all would be generated on the fly.

      The acceptable latency is really independent of the desired frame rate; the required bandwidth depends on the frame rate. Latency affects responsiveness, sure, but the same latency will provide the same responsiveness no matter what framerate you have.

      I'm having trouble figuring out what would happen to an interactive, unbuffered video stream (that would probably be transported over UDP) when the latency on a client's connection rises to an unacceptable level.

      The video stream itself isn't interactive. There would be a control channel from the client to the server and a video feed from the server to the client. At any rate, regardless of latency, I would imagine that the client would always display the most recent frame received; more latency just means that the current frame displayed is further out of date compared to the present state of the server. You might drop frames if you had something else going on on the client computer, so that in the span between the display of one frame and the display of the next frame, more than one new frame was received. In that case, you would drop any undisplayed frame between the last frame displayed and the most recent frame received.

      You've seen the HPB [0] in your FPS game who skips (or teleports) around the map 'cause his ping is soo bad that he can only update his position at 1/10th the rate of everyone else, right?)

      Latency won't make him able to update his position at 1/10 the rate of everyone else. Latency will just make his current view of the world farther behind everyone else's--if it takes a packet 70msec to get to one client and 35msec to get to another, the first guy is going to have (all other things being equal) a view of the world that is 35msec "older" than that of the second guy. Competing tasks on his local machine might reduce the frequency of updates and cause dropped frames and video skipping visible only to the person whose machine had the problem.

    16. Re:Ah, but what I'M interested in is.. by DragonWriter · · Score: 1

      Instead of slightly diverging game states you have horrendous input lag.

      Yeah, that's the real limitation, even if you don't go the whole way to server side rendering and just have the server side calculating the full game state and processing input, and still let the client do the 3D rendering (which avoids a lot of the other problems of server-side rendering, while still offloading work from the client and giving consistent game states.)

    17. Re:Ah, but what I'M interested in is.. by ion.simon.c · · Score: 1

      The acceptable latency is really independent of the desired frame rate; the required bandwidth depends on the frame rate. Latency affects responsiveness, sure, but the same latency will provide the same responsiveness no matter what framerate you have.

      What happens to an unbuffered video stream when the next frame can't be delivered on time? (Is this "unbuffered video stream" notion the right way for me to be thinking of this "server-side rendered" MMO?) What happens to the client who has, say a 500ms ping to his server? Is his character just *really* slow to react? (I'm imagining something like:
      * 250ms client command to server (includes ACK of previous frame transmission)
      * 10ms server renders frame
      * 250ms server sends frame to client

      Or is it a completely insane idea to wait to render the next frame until we get an ACK from the client that the previous one has been received?) [The more I think about it, the more insane this scheme that I've cooked up seems to me.]

      You might drop frames if you had something else going on on the client computer, so that in the span between the display of one frame and the display of the next frame, more than one new frame was received. In that case, you would drop any undisplayed frame between the last frame displayed and the most recent frame received.

      ^^^ This kinda dovetails in with this next quote:

      Latency won't make him able to update his position at 1/10 the rate of everyone else. Latency will just make his current view of the world farther behind everyone else's--if it takes a packet 70msec to get to one client and 35msec to get to another...

      Aye. 35ms vs. 70ms is not a big deal. This happens all the time.
      What happens when you have two players that provide positioning data to two separate entities... one with a ping of 70ms, the other with a ping of 700ms. (Let's assume that both clients are not CPU bound... they can achieve a 60+FPS render for anything that the server can throw at them.)
      You can't have the 700ms player's view of the world be *eternally* and *increasingly* behind the 70ms player's... otherwise they're no longer controlling the same simulation.

      (Sorry. I feel like I'm not being clear here. I'll get some sleep and come back with a better explanation of my thoughts. [Assuming that you don't suss out what I'm trying to say in the interim.])

    18. Re:Ah, but what I'M interested in is.. by Anonymous Coward · · Score: 0

      Or is it a completely insane idea to wait to render the next frame until we get an ACK from the client that the previous one has been received?)

      Maybe not completely, but pretty close to it. The best case with this kind of design, I think, is going to be tossing frames at clients at as long as the client is connected, generaly at a fixed framerate (if your server gets swamped and can't handle the load, you drop the framerate for everyone.) Waiting for ACKs means that you've got minimum gap between successive frames equal to the roundtrip time from the server to the client, which in addition to increasing latency problems means you need a higher peak capacity on the line, since you are going to be sending video in one frame bursts with significant gaps between them rather than continuously.

      What happens when you have two players that provide positioning data to two separate entities... one with a ping of 70ms, the other with a ping of 700ms. (Let's assume that both clients are not CPU bound... they can achieve a 60+FPS render for anything that the server can throw at them.)
      You can't have the 700ms player's view of the world be *eternally* and *increasingly* behind the 70ms player's... otherwise they're no longer controlling the same simulation.

      It wouldn't be increasingly behind the 70ms player, it would be consistently (assuming all other things are equal) 630ms behind the 70ms player -- as long as the latency difference was constant, the difference in view of the world would be constant, not increasing. Of course, a 630ms difference in view of the world is a pretty big deal itself for most MMOs -- especially if the latency is symmetrical, so that his reactions to the state of the world would be 1.26 seconds behind those of the 70ms player.

    19. Re:Ah, but what I'M interested in is.. by Anonymous Coward · · Score: 0

      Don't get yourself trapped into this dolt ion.simon.c's question & answer scenarios with him. After all, he's supposedly a programmer (but is unwilling to provide proof of it even though he demanded it of others who did give him such proof which shut his mouth fast. See his post history this week and you will see exactly what I mean by that, it is hilarious how badly he does and when he does, he resorts to question after question, and supposedly he is a programmer.) ion.simon.c makes so many mistakes it is unbelievable and then he starts his questions as he tries to make those who start getting the better of him be his instructors because he makes so many technical errors. He's a fool.

  8. The One Big World by Animats · · Score: 1

    It's a neat problem. Some years back I was almost sucked into There, Inc. to work on that specific problem.

    There are two issues; implementation scaling and game mechanics.

    Second Life is one big world, but there are severe limits on how many people can be in the same area at a time. They really haven't solved their scaling problem. This is a tough design problem. But it's not unsolveable. I was at one time looking at an architecture where the world is divided into hexagons, with a moderate overlap between adjacent hexagons. Within the overlap area, servers negotiate with the server for the neighboring hexes (never more than two; that's the advantage of going hexagonal) over who's in charge of characters and items in the overlap area. Overloaded hexagons are subdivided, so more servers can be brought to bear on heavily loaded hexagons. Flying over the world creates problems, but by careful use of level of detail problem, and interposing fog and clouds in difficult situations, that could be handled. I think this is solveable today. There's going to be a lot of gigabit Ethernet cable in the server farm.

    The gameplay problem is that everyone may want to go to the hot spots. Some games have more problems with this than others. Star Wars, big problem. GTA, not so much.

    1. Re:The One Big World by snookums · · Score: 2, Insightful

      Sounds like a cellular telephone network. It would be interesting to know how they solve these problems.

      I suspect things like changing the hex size based on actual or estimated population density would be one way. This would have the consequence of reducing the view and interaction distances in densely populated areas, but that might not be so bad.

      Of course, big real-world events do cause the cell network to overload. The real solution in an MMO would be to structure your amenities and events so that they don't encourage people to congregate so densely.

      --
      Be careful. People in masks cannot be trusted.
    2. Re:The One Big World by hattig · · Score: 1

      Yeah, games like GTA actually do this splitting the world up into areas, although for different reasons (memory restrictions so streaming area details from storage). The technology is there, and GTA solved the flying issue.

      How do you subdivide a hexagon into smaller hexagons?

      Of course you can design the game world so that likely popular areas are already small hexagons/squares/triangles. Your game cities could have an over-abundance of city walls and terraced housing which serve to split the city up. Popular activities like festivals shouldn't be centralised, but spread out over a city which itself comprises of multiple zones and multiple servers.

      In addition in real life I can't hear what people are saying 10 foot away when I'm in a busy area. There's no need to send their text or voice streams to me. Just have a generic hubbub noise.

    3. Re:The One Big World by Kr3m3Puff · · Score: 1

      Mobile networks suffer from the same sort of problem. If you have ever been at a large sporting event or in an airport, the cells can easily become saturated. They can obviously increase the density of the cells, if the know there is going to be high enough density.

      You would think the size and density of cells could be dynamically adjustable in an online world. Something where the resources automatically allocate themselves based on demand. Our biggest problem is being hindered by the sense of "space" and allocating fixed resources to a region. You would think we would be freed of those logical contraints, but I guess it is just a human thing.

      --
      D.O.U.O.S.V.A.V.V.M.
  9. Hard design descision, but feasible by Anonymous Coward · · Score: 0

    The problem with single realm servers is that you can't have to many players in the same place or using the same resources. The bandwidth required for the clients to display the information increases exponentially.
    But you can have a single realm with views, where users are automatically distributed on different views. The players of the same guild/party will be on the same view, and players that interact (trade, tell etc) can see each other even if they are on a different view.

  10. Earth, fire, wind, water, heart! by CMBJ · · Score: 1, Funny

    By your servers combined, I am CAPTAIN PLANET!

    1. Re:Earth, fire, wind, water, heart! by Spatial · · Score: 1

      Captain planet
      He's a hero
      Gonna bring latency
      Down to zero

  11. But....what about AH? by Sheen · · Score: 1

    But will the action house lag?

    1. Re:But....what about AH? by MoonlightSeraphim · · Score: 1

      how about we just get rid of them? make some sort of window where people can sell and buy and auction things based on categories eliminating the need for centralized location for people to stand there 'physically'?

  12. split the world? by shentino · · Score: 1

    Why not split the world among multiple servers?

    That keeps the world consistent.

    Just make sure you have a good network so that players can migrate from server to server as they move about the world, and have a kick-ass Out Of Character infrastructure, also well networked, so that players can chat amongst themselves.

    IRC might be a good model for how to structure your login servers, perhaps using a BGQ-esque way of letting everyone else know which servers have which players.

    Heck, use a hash table to decide which player logs into which server.

    1. Re:split the world? by PhilHibbs · · Score: 1

      It looks like you started off my suggesting that the world be split geographically, then you end up with something about splitting people between log-in servers. I can't work out what you are trying to say. I agree that parts of the game should be kick-ass, though, nice idea.

    2. Re:split the world? by NightRain · · Score: 1

      He was trying to say that new single shard games should do it similar to how EVE currently does it :)

    3. Re:split the world? by Shag · · Score: 1

      make sure you have a good network so that players can migrate from server to server as they move about the world

      I'm frankly shocked that no one has referenced the various MUDs or MOOs that implemented this kind of thing... has it been that long? Have we all forgotten?

      Yes, by all means, split things up geographically. There's little reason for one server to handle the whole world/universe if you can handle handoffs between them well.

      --
      Village idiot in some extremely smart villages.
    4. Re:split the world? by Sobrique · · Score: 1

      EVE more or less does this - you have a load of different star systems, which functionally speaking are different servers (they're not in practice - quiet systems get consolidated onto the same physical hardware). Underpinning it you have a 'region' system, which covers things like the market and contracts system and provides another tier if you like, of isolation. (And also, the market can run as a process on a separate server to the one you're using to interact with the star system)
      And you 'migrate' server, by 'jumping through a stargate'.
      It's really extremely scalable, PROVIDED you don't get chunks of population density. The problem is, that people do naturally congregate - you have market hubs where people go to trade, and have everyone on the same 'server'. And then you have fleet battles, where you have a large number of people able to 'see' and interact with each other - and in turn means you need to start a lot of intercommunication - if a thousand people can see me turn and fire, then all of them need to be informed of the maneuver. That's the bit that doesn't scale well, simply because of the nature of the problem - every person adding into a fight is another person who needs to be informed of events, and another person who generates said events.

    5. Re:split the world? by Anonymous Coward · · Score: 0

      So pretty much like Ultima Online did it since 1997?
      Just cut the map up, less visited areas are larger and towns have single servers. They still had multiple servers but some servers were just for different countries.

  13. Oops by eqisow · · Score: 2, Interesting

    I meant this technology. Apparently I'm bad at using the preview function.

    1. Re:Oops by beav007 · · Score: 1

      Bad egisow! Naughty! Next you'll be telling us that you didn't RTFA!

    2. Re:Oops by Lonewolf666 · · Score: 1

      It's better now, and OK for a strategy-oriented game like Eve. But still too slow for a twitch-based game.

      --
      C - the footgun of programming languages
    3. Re:Oops by Anonymous Coward · · Score: 0

      This is true

  14. 1 million players by Anonymous Coward · · Score: 0

    CCP are already aiming for an upper limit in the ballpark of 1 million players with their WoD MMORPG on a single shard server.

    1. Re:1 million players by Pinky's+Brain · · Score: 1

      Yep, and I'm sure almost everyone will be saying how you can't make a good single shard fantasy MMORPG right up to the point they do it.

    2. Re:1 million players by Sobrique · · Score: 1

      It's true. But on the flip side, CCP are also one of the few companies that have:
      An established setting, with a fanbase
      Experience of running an MMO
      Deep pockets to finance the development cycle
      An existing MMO to act as 'live proving' for ... well, at least _some_ of the concepts in there

      It has, as they say, potential to be really good - EVE will be rolling out a 'walking in stations' expansion in the near-ish future, that'll serve somewhat as a joint development task for a WOD-MMO rollout - you can re-use a lot of the tech if you do it right.
      They've also, I think, got the right attitude for developing a game that isn't just Generic Fantasy MMO Clone #33431121 - EVE is quite unlike anything else, and if they have any brains they won't even _try_ to get the 'WOW Beater' like all the other MMOs out there try to be - because even if you do get something that is IN EVERY WAY better, you'll still have to convince people to leave their existing communities, guilds, and character development. If they go the route of building something that'll apply to a different demographic and world of darkness -> modern day fantasyish with guns - could quite easily provide both a different setting, and a different mode of gameplay.

  15. realiance on user generated content by moon3 · · Score: 1

    strong reliance on procedural and user-generated content

    This is not YouTube. By allowing people to generate content to your game will certainly ruin it. Nothing worse the if the new user is greeted by a poorly designed level graphics created by "fans". Many games were ruined by doing just that.

    1. Re:realiance on user generated content by Pinky's+Brain · · Score: 2, Insightful

      Most people's first visit to Youtube is greeted by trash too.

    2. Re:realiance on user generated content by Opportunist · · Score: 1

      It can work out, but then again, I don't know if that would mean less work. City of Heroes is currently trying something like this. How is it going to work? Time will tell.

      There are basically 3 problems associated with user generated content:

      Quality
      Balance
      Liability

      First is obvious. How good is your designer? Also, how well will it blend into your mood if you have no real control over what he will make? You can sort this out by looking at all the player generated content and weed out the crap, but that means you still have to employ people who do just that.

      Next, balance. It's tempting for area creators to hand out sweet loot dropping from limping old dragons. Hey, that DOES appeal to your audience! Easy goodies! Again, you will have to put the new player made area to the test to ensure there's no exploitable positions, that the mobs fit their loot and xp tables, in short, that people play the game instead of the system. Since that's already a problem with content created in-house, you can see how this can easily become a veritable nightmare.

      And finally liability. No, not so obvious, but you can quickly lose your T-Rating if the creative home creator slipped in a few steamy sex scenes (and you can easily get some very unwanted press attention as well). Needn't be in your face, remember the riot about (IIRC) GTA where you had to jump through loops and click your heels a few hundred times to actually see the dirty? Still, what an outcry!

      But that's only one part of the liability stick. The other end is inappropriate use of content copyrighted by other parties. How are you going to make sure that whatever your user created doesn't use textures or meshes copyrighted by someone else?

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    3. Re:realiance on user generated content by jacksonj04 · · Score: 1

      User generated within predefined limits should be alright though, especially if combined with procedural generation. Instead of being able to build your own house freestyle you have to choose from a set of basic features like wall material, window style, roof etc.

      It still allows a certain level of expression and customisation and allows the world to expand, but it forces players to keep within 'acceptable' content.

      --
      How many people can read hex if only you and dead people can read hex?
    4. Re:realiance on user generated content by Anonymous Coward · · Score: 0

      User generated content does not have to mean user created content.

      User generated content could be deformable terrain, "housing" etc. Using a hash of user activity instead of an actual rng. Users performing one activity triggers or influences another activity, either an unrelated trigger (similar to the rng replacement) or a related trigger (killing a certain boss mob results in increased spawns of minion mobs, whose deaths "release energies" which eventually cause the creation of the boss mob. And other more complicated adaptations of standard movie plots.)

      You could have all weapons, armor, many other items be user crafted, the stats and even some aspects of the appearance of which depend upon a few minigames. Boss mobs could be secretly other users fighting other boss mobs, a la America's Army.

      There are many options for user generated content that aren't Second Life.

    5. Re:realiance on user generated content by moon3 · · Score: 1

      If you really think that users can 'enhance' anything than you inexperienced, uninformed or just plain stupid. 1 guy in the thousand if not in the million is able to design quality looking Lich King in the WOW or great AK47 model while being low-poly enough for the 3D game etc. Also if he has the skill he will let you pay for it and will not give it away for free.

      Thinking that random users will enhance your game is like thinking that DIY bike enthusiast can beat Yamaha. You will wreck your game period, but may be we have a different game in mind..

    6. Re:realiance on user generated content by Anonymous Coward · · Score: 0

      You already let those same random users write your in-game dialogue. If you can put up with that then why not let them make other content as well?

    7. Re:realiance on user generated content by thePowerOfGrayskull · · Score: 1

      If you really think that users can 'enhance' anything than you inexperienced, uninformed or just plain stupid. ...thinking that random users will enhance your game is like thinking that DIY bike enthusiast can beat Yamaha. You will wreck your game period, but may be we have a different game in mind..

      Excluding your user base from the possibility of creating content because of your preconceived notions shows a lack of forethought and imagination.

      Ah, what am I saying. We all know that users can't create content that's worth a damn, especially not for free.

      Those examples are fan creations for a game that's more-or-less a niche game that does not have top-end graphics. You really believe there's no talent in an audience many hundreds of time the size? Good thing you're not in charge...

  16. Actually, I see an even bigger problem by Moraelin · · Score: 4, Interesting

    Actually, I see another even bigger problem, at least for more traditional (WoW-type) MMOs. How big should your world be?

    Too little player density => people start complaining that it's pretty much a single-player game like Oblivion, except you occasionally see another player. Many games ended merging up shards more for that sensation of empty space than because of costs. (It's equally easy to just merge the physical servers inside a shard, to support a lower population per shard, if you're only concerned about hardware costs.)

    Too many players on too little surface => lag (think: landing in Ironforge, back when it had the only auction house for Alliance), routinely having 5 players camping the same mob, and generally it just starts feeling cramped. Again, you have players starting to complain.

    Basically if you want to be single-shard, you have to essentially guess how much population you'll get. Maybe just within the right order of magnitude, but guess nevertheless. It's not that trivial. On one side of the guessed-wrong spectrum you have WoW which got launched with only a handful of servers and had massive queues, on the other end of the spectrum you have more than one game who thought they'll be teh WoW-killer and then had to merge 4 servers in 1.

    Merging or splitting shards is an easier way to deal with that problem than having to physically add or remove new areas, to fit the population.

    Additionally, world size influences other things, like travel times, exploration, etc. There is an ideal apparent size where people don't feel like they're being packed like sardines and running around a back yard, but don't go "fuck it, I'm not spending another hour just running back to the quest giver" all the time either. It's easier to fine tune that if it's its own problem, orthogonal to everything else, than when it also has to fit the population numbers.

    Basically if EVE's game type was well suited for that kind of one-shard world, more power to them, but for other types of MMOs it might actually be a bad idea.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:Actually, I see an even bigger problem by Captain+Hook · · Score: 2, Interesting

      The problem with a single shard and part of the reason I gave up on EVE was that everybody playing the game has the same environment. I was looking for more roleplay out of the game but although there are a few corps playing the game in that manner, none of the people you meet in space are.

      I was stuck trying to maintain a consistent character story while everyone around me was talking about things in the news, who got fired at work (IRL) etc. I wouldn't attack another player unless it was inline with the character but that doesn't stop everyone else attacking me without any pretence. Towards the end I even started playing by my own death rules, if the character dies, thats it, he's dead, he and all his assets are destroyed and I start again but that just made me a target

      I was praying that EVE would split into different shards for different game styles, even if that meant the RP shard was largely empty of players (which would have been a draw for some players anyway)

      --
      These comments are my personal opinions and do not necessarily reflect the opinions of the other voices in my head.
    2. Re:Actually, I see an even bigger problem by Kjella · · Score: 1

      Guild Wars at least had instanced cities. You can have many copies of an area if that's what is desired, if moving between them is as easy as a dropdown I doubt most would consider it "shards". Basicly you meet in [City,24] instead of just City, it was a fairly decent way to manage denisty if you ask me.

      --
      Live today, because you never know what tomorrow brings
    3. Re:Actually, I see an even bigger problem by Lonewolf666 · · Score: 1

      Even Eve is somewhat affected by this, in the form of overcrowded public research facilities. That is now, with (estimated) around 300k subscribers. In the beginning, the universe probably seemed pretty empty.
      But Eve handles these issues relatively well, because players can build their own structures for manufacture and research. Also, the market system scales very well (each station is in effect an auction house).

      Both of these could be transferred to fantasy games, with the town building James Portnow suggested. Just make sure it includes things like forges, libraries and market halls. There is only one thing he was glossing over and that needs addressing:
      I think there needs to be some mechanism to encourage building actual towns instead of buildings that are wildly spread over the landscape. The latter is something SWG veterans complained about ;-)

      In terms of world size, think big but group some attractive resources around the starter areas. This way, people will only move into the hinterlands when resources are growing scarce near town (due to overcrowding and overuse). Another concept James Portnow got right.

      --
      C - the footgun of programming languages
    4. Re:Actually, I see an even bigger problem by roguetrick · · Score: 1

      Hilariously, due to a new update in SWG, Player Cities are looking to be the only places that might have some empty space.

      --
      -The world would be a better place if everyone had a hoverboard
    5. Re:Actually, I see an even bigger problem by Opportunist · · Score: 3, Insightful

      "RP servers? Oh, you mean the ones where I have to choose a "in game style" name, but get rewarded with not having to compete for the surface mobs because everyone else is sitting in the inn, but at my beck and call when I need them for an instance, all I gotta do is ask akin to 'mighty warriors needed to unearth the rock of awesome...'? Yeah, they're cool!"

      *sigh*
      This is unfortunately what RP-Servers are, essentielly, like. You don't really get any good RP there either. Simple reason: No reward for good RP.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    6. Re:Actually, I see an even bigger problem by Xelios · · Score: 4, Informative

      EVE solved this problem by creating a big world to start with then artificially cordoning off certain regions. You literally couldn't go there, even though the regions existed in the database and showed up on the galaxy map. As the population density grew they gradually started to open up more regions to the players.

      --
      Murphey's fighting Occam, and we're in the stands.
    7. Re:Actually, I see an even bigger problem by Lonewolf666 · · Score: 1

      That's one part of Eve history I was not familiar with (only in game for 2 1/2 years). Unless you count a handful of systems for faction warfare, the only expansion since was wormhole space.
      One wonders if Jove space gets opened someday :-)

      --
      C - the footgun of programming languages
    8. Re:Actually, I see an even bigger problem by bsdaemonaut · · Score: 1

      Yeah, if you want actual honest attempts at RP you definitely have to go with MUDs, or perhaps even increase your chances with their proprietary equivalent, games like Gemstone 3 or Achaea. I've never attempted RP with an "MMO," they just don't tend to facilitate it very well.

    9. Re:Actually, I see an even bigger problem by Anonymous Coward · · Score: 0

      You obviously did no research prior to joining EVE. Its an Online MMO not an MMO-RPG. Even if it bills itself as one then i would say the only RPG aspect is the fact that you can really choose your own destiny.

      Also having played various FPS games where people make servers and declare them KNIFE ONLY or SHOTGUN+SNIPERS ive found people just exploit this by coming in and getting 20 points in 2 minutes before getting out before they get kicked.

      The fact is that some people prefer a sharded world but most of the playerbase in alot of games tends towards one playing style and the developer supporting that style heavily would benefit them more IMO than half-assing to every little nitpicker that wants to play the game their own way.

    10. Re:Actually, I see an even bigger problem by drinkypoo · · Score: 1

      The MMORPGs don't reward good RP because grinding is easier to provide to the player and makes just as much money. There is very little demand for real RP and as the sibling says those players are served just as well by a text interface, and as such have already congregated on the MUDs and similar.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    11. Re:Actually, I see an even bigger problem by Inominate · · Score: 1

      The drone regions were only opened up after the rest of 0.0 had become crowded.

    12. Re:Actually, I see an even bigger problem by thesandtiger · · Score: 1

      Good RP is the reward for good RP. People who don't fundamentally enjoy role-playing should probably just stick to the stuff they do enjoy.

      Offering in-game rewards for RP would be like offering in-game rewards for people on PvP servers negotiating a peace treaty - completely off the point.

      --
      Since I can't tell them apart, I treat all ACs as the same person.
    13. Re:Actually, I see an even bigger problem by Nobo · · Score: 1

      EVE solved this problem by creating a big world to start with then artificially cordoning off certain regions.

      Technically accurate but irrelevant.

      The expansion opened up approximately 25% more space, in a game that has grown from 5,000 peak concurrent users to 45,000 PCU since launch. When you have 9x the customers online, 25% more space to put them in doesn't even begin to make a dent.

      Further, the space added is 0.0 space, which due to its dangerous environment, something like half the players in the game have never even been to. Essentially, they expanded the PK zone of the server without expanding the non-PK zone of the server. To the PK-fearing population (Carebears in EVE-speak), the new drone regions did nothing.

      EVE has solved (mitigated?) the single server concept by sharding, but in a special hierarchical case. Each solar system is its own server, and has a means of transferring users from one server to another within the EVE cluster. A proxy server at their public internet connection funnels data from each user to the appropriate server, based on knowledge of which solar system each user is in. It's a hierarchical server-of-servers. Essentially, each solar system is a shard, but is a guaranteed singleton shard with constant portals to other nearby shards. Thus the illusion of an unsharded world is preserved.

    14. Re:Actually, I see an even bigger problem by poetmatt · · Score: 2, Insightful

      Eve is the only graphical MMO that supports as many people as it does under a single server/shard. Wow has more people in total/subscriber base but has nowhere near the number of concurrent players as Eve. Wow starts to lag (500ms to timeout on pings) around 6k people online on their best servers. When even a 300 people gather in a zone other than a battleground, it's a lagfest. Eve itself can only handle about 1000-1500 in a single zone before things get beyond laggy, although most people will never see so many/such an experience. I'm sure bandwidth requirements are equally high for wow and eve. However, when you look at the details, there are some interesting things. Essentially missions are instanced (deadspace) within a zone (solar system) if you think about it. Wow does this for raids, Eve does this for all missions and raid equivalents (wormholes) basically, all while delivering a pretty darn good play experience to people across different countries without having to fuss with EU/US/Asia servers etc.

      Anyway, There are other benefits of a single shard that make things more and less interesting: your character has persistence at that point - so short of making a new character everyone knows who someone is, which is good. Of course, at some point there is a concern about limited namespace but given that eve allows special characters due to the other languages that play, that becomes less of an issue.

      It's not just eve's server capacity that is just damn near impressive, but also their ways of managing all the single shard aspects as well. Eve is still very groundbreaking in how they do their shards. However, from a "people gathering in one place" perspective, eve has made the game expansive enough that you don't get clustering issues. Figure the size of all of wow's zones/instances and multiply it by 100 and you are probably close to equivalent space for players in eve. Thus, there is no "too many people". Basically eve was created with that flexibility, not many other games have done that. As example: you don't hear of any FPS servers going above 64 or even 128 people usually, and you don't hear of many games designed or even having capability of more than a few hundred in a "Room".

    15. Re:Actually, I see an even bigger problem by Rogerborg · · Score: 1

      Which highlights a problem: when too many players enter a single system, Bad Things Happen. AFAIK, Eve has no way of mitigating this - the server just grinds to a halt, leading to slideshow combats, and/or locks players out of that system. Tough luck if your Titan is the last guy to try to jump in.

      I'm not blaming them, since I don't have a better solution. What I would say though is that you should calculate your worst case scenario (memory, CPU, bandwidth), and either design around it, or be prepared to choke on it. Scaling for median or modal cases is good enough most of the time, but when a lot of players screw that assumption by deciding to do the same thing, you end up inflicting pain on a lot of players at once.

      --
      If you were blocking sigs, you wouldn't have to read this.
    16. Re:Actually, I see an even bigger problem by liquiddark · · Score: 1

      You don't really get any good RP there either. Simple reason: No reward for good RP.

      It seems game designers eventually realize that providing a reward for an activity in a MMOG turns into that reward being the reason to do that activity. That would be absolutely counterproductive for RP servers. RP is a playstyle, and not providing rewards for it means the filter is towards those who prefer that playstyle rather than towards those who prefer to load up on loot. That's exactly the situation the designers want to set up, so they have no incentive to provide RP reward systems.

    17. Re:Actually, I see an even bigger problem by Chris+Burke · · Score: 1

      "RP servers? Oh, you mean the ones where I have to choose a "in game style" name, but get rewarded with not having to compete for the surface mobs because everyone else is sitting in the inn, but at my beck and call when I need them for an instance, all I gotta do is ask akin to 'mighty warriors needed to unearth the rock of awesome...'? Yeah, they're cool!"

      Ah, see, and for me here the reward of the RP server is that you don't have to deal with the kind of twit who thinks rolling on an RP server makes them a nerd, as if that ship hadn't already sailed when they started playing an MMO. This drastically improves the average quality of player.

      The funny thing is that most of the time you don't even see that semi-kinda-RP-ish chat you give an example of. They usually play exactly like a normal server, only with a huge contingent of morons self-selecting out of it.

      But yeah, no actual RP to speak of if that's what you're actually looking for.

      The last online RPG I played that had good RP was NWN, and that was only when you had an actually DM running the module so you could be rewarded for it.

      --

      The enemies of Democracy are
    18. Re:Actually, I see an even bigger problem by Anonymous Coward · · Score: 0

      Say what? Every RP server I have ever played on had 95% or more of the population not know what that meant. The remaining 5% of us would RP in a much smaller, but ultimately closer, community. You are not "forced" to do anything.

    19. Re:Actually, I see an even bigger problem by brkello · · Score: 1

      Eve did not solve this problem. When too many people are in one area, it is extremely laggy. I haven't played in awhile, but you would have to queue up in jump gates to get in to those systems. Large battles are won by whoever can survive the lag first. The only reason it kind of works is that they have a very small user base and it is a very simple game. And by simple I mean the graphics are very simple since it is a space game and battles are simple since you basically just hit F1 through F6. The complexity of the game lies in understanding how to play well, not in the actual computation.

      --
      Support a great indie game: http://www.abaddon360.com
    20. Re:Actually, I see an even bigger problem by harl · · Score: 1

      I don't understand what the complaint is here. You can't expect others to obey arbitrary rules created by you.

      If you want true RP get out of the mainstream. Go check out simutronics. I think they're exactly what you're looking for.

      --
      I find being offended by me offensive.
    21. Re:Actually, I see an even bigger problem by Captain+Hook · · Score: 1

      never said I was looking for others to follow the same rules as me. What I was saying was with separate shards you can the same game but with slightly different rule sets which means you could have a RP shard, a strategy shard, 1v1 combat shard etc.

      --
      These comments are my personal opinions and do not necessarily reflect the opinions of the other voices in my head.
    22. Re:Actually, I see an even bigger problem by harl · · Score: 1

      Every RP heavy game I've played has RP rewards.

      Your analogy is complete fail. You have 2 like things on the left and two differing things on the right. Can you explain it please?

      Rewarding RP on RP servers is like rewarding PvP on PvP server. You reward the actions you want to happen on those servers. This is called positive reinforcement.

      --
      I find being offended by me offensive.
    23. Re:Actually, I see an even bigger problem by harl · · Score: 1

      Just a point of clarification.

      The only shortage of slots is in high traffic areas. This is because these areas are *drum roll* high traffic.

      There are plenty of public research facilities. At anytime there are low cost no wait slots available. Get in something untackleable and fly the BPOs out to low sec.

      Also a small tower will let you run more slots than one person can fill and you get a time bonus on your research.

      --
      I find being offended by me offensive.
    24. Re:Actually, I see an even bigger problem by harl · · Score: 1

      I was stuck trying to maintain a consistent character story while everyone around me was talking about things in the news, who got fired at work (IRL) etc. I wouldn't attack another player unless it was inline with the character but that doesn't stop everyone else attacking me without any pretence.

      Two sentences complaining that you were doing one thing while others were not.

      Go check out simutronics. All RP. All the time.

      --
      I find being offended by me offensive.
    25. Re:Actually, I see an even bigger problem by SanityInAnarchy · · Score: 1

      Basically if you want to be single-shard, you have to essentially guess how much population you'll get.

      No, what you really have to do is react to the population you get, quickly.

      Hardware-wise, "cloud computing" can help, as in Amazon EC2 -- just fire up a new instance and you can handle some number of more players.

      The real challenge, and I think the reason procedural generation was mentioned, is to actually create a big enough world, without it looking repetitive -- and to provide enough to do that you don't have choke points of everyone appearing at the same place.

      Additionally, world size influences other things, like travel times, exploration, etc.

      This is a game. Teleportation is possible.

      How to prevent it from breaking gameplay is another issue, of course, but it is possible to get right.

      --
      Don't thank God, thank a doctor!
    26. Re:Actually, I see an even bigger problem by thesandtiger · · Score: 1

      You're missing the point. The point that was made in my first sentence: Good RP is it's own reward.

      Why? Because "good RP" is incredibly subjective and impossible to score in a fair, unbiased and reasonable manner. What is a rewardable outcome of "good RP" behavior? What is the metric for determining whether or not someone is a "good RPer"? Is the system for judging RP quality automatic or does it require human intervention? What kind of RP related rewards are appropriate?

      So what's the metric? Is the guy who flawlessly portrays a stock character type a "better" RPer than the gal who tries to come up with an original concept for her character and her execution needs polish? Is the player who's background is entirely based on, and fits perfectly with, the lore of the game a "better" RPer than the player who comes up with a (to some other person) more interesting, but not-quite-100%-true-to-lore background?

      Assuming we can find a metric that works, then we need to address how it is applied. If the system requires human intervention (as I imagine it would have to because computers aren't very good at judging things like role-play quality), how do you have a human (or team of humans) assess every single RP interaction to see if it's reward worthy? What happens if someone does a phenomenal job with their roleplay, but, because no judge was around, it goes unnoticed, but someone that does a merely mediocre job (in front of the right audience) gets recognized? If the system is automatic, is it based on player feedback? If so, how do you keep cartels of players from gaming the system to help or hinder people? How do you make a system that is fair?

      As to rewards, they should be appropriate to the means used to achieve them. If one earns an RP reward, what form should it take? Clothing or other items that have absolutely no effect on PvE or PvP mechanics? A title of some sort? Whatever it is, it would need to be entirely RP related, and not have an impact on other aspects of the game. Just as rewards from PvP should benefit PvP gameplay and PvE rewards should benefit PvE gameplay, RP rewards need to benefit RP gameplay. How many people who otherwise wouldn't RP but are now motivated by the reward would actually be motivated by something like that?

      Finally, it's a game. In a game, players should be encouraged to play how they want, rather than have artificial inducements used to encourage them to do things that are contrary to their normal inclinations. Rewards are inducements to change behavior or engage in behaviors that otherwise are not found rewarding. If a player won't engage in certain behaviors without a reward, that means they don't find those behaviors pleasurable in the first place - and that seems like a very, very poor game indeed.

      Because of all these factors, RPing for rewards would require the player to essentially meta-game the RP system in order to get those rewards, which is completely the opposite of what RP is about. Exactly like rewarding PvP players for avoiding PvP. Just because you weren't able to think things through doesn't mean the analogy is a bad one.

      I have seen rewards for RP in games, and universally they've been won by people who were in the right place at the right time and were, by and large, mediocre role-players at best. For an excellent example of this, check out the "Developer's Choice" missions in the City of Heroes/Villains Mission Architect system. They are all rather bland offerings that are essentially clones of missions that already exist in the game, with virtually no originality at all. The ranking systems are incredibly prone to player abuse, with cartels forming to vote up or down various missions without regard to merit. Players who go out of their way to promote (read: spam) their mission IDs get more attention than players who simply make good stuff and don't feel the need to broadcast it over and over.

      The only time that rewards for RP work is when the player base is small enough that the people or person judging rewards are abl

      --
      Since I can't tell them apart, I treat all ACs as the same person.
    27. Re:Actually, I see an even bigger problem by pilot1 · · Score: 1

      Essentially missions are instanced (deadspace) within a zone (solar system) if you think about it. Wow does this for raids, Eve does this for all missions and raid equivalents (wormholes) basically, all while delivering a pretty darn good play experience to people across different countries without having to fuss with EU/US/Asia servers etc.

      Technically nothing in EVE is an instance. Deadspace is literally dead space: an area in space that isn't near to anything else. Players in deadspace can be probed down, whereas there would be no way for other players to get to them if it were a true instance. Wormhole systems are basically just solar systems that are accessed through a wormhole rather than a jump gate.

    28. Re:Actually, I see an even bigger problem by poetmatt · · Score: 1

      Actually, I disagree. Think about what a deadspace for a mission is. It isn't generated, isn't there, until eve creates it when you accept a mission and/or scan out a DED complex successfully. Thus for all intensive purposes other people CAN find it, but it's the equivalent of an instance of the game, thus the definition of the word it's an area generated. Just because other people can get into it doesn't mean it's any less of an instance.

      I compare this to instances as a concept of guild wars and/or warcraft, except that other people can join it too. Just because it's "in a zone" doesn't really reflect outside of that. Think of this like raid instances in wow spawning in a random place in a zone once you accept a quest. Sound familiar? When you warp to something outside of said ded/instance, it's just like exiting the instance itself basically. Wow can do that in seconds so it makes sense that eve can as well.

      Wormholes are not random, there is a set of about 27 sleeper holes (I have it bookmarked somewhere) that you can get into and an infinite number of travel exits/entrances. However, the DED's in a wormhole were what I meant (sorry for not explaining that).

    29. Re:Actually, I see an even bigger problem by pilot1 · · Score: 1

      http://en.wikipedia.org/wiki/Instance_dungeon

      In MMORPGs, an instance location is a special area, typically a dungeon, that generates a new copy, or instance, of the dungeon map for each group that enters the area.

      Admittedly, the article does list EVE as a game with instances, but that isn't consistent with the above definition.

    30. Re:Actually, I see an even bigger problem by harl · · Score: 1

      There are plenty of games that have them. Would you care to address any of them directly or are you only going to deal with your fictional examples here?

      How exactly do players award a "Developer's Choice" award? Yes broken systems are broken. That doesn't mean all systems are broken.

      --
      I find being offended by me offensive.
    31. Re:Actually, I see an even bigger problem by thesandtiger · · Score: 1

      Can you provide examples from those "plenty of games" that have good RP reward systems? In my post I asked for examples, saying that I'd be happy to be proven wrong. Instead, you just bitch and moan rather than provide an example of a good system.

      I gave examples of systems that don't work and explained why they don't work. All you've done is shake your fist and insist that there really are good systems out there, yet you've refused to give any exemplars or descriptions of systems that work. Put up or shut up.

      --
      Since I can't tell them apart, I treat all ACs as the same person.
    32. Re:Actually, I see an even bigger problem by Wingman+5 · · Score: 1

      They do have a system in place for this, they have a forum you fill out if you are plaining a raid with over 30 or so people. They swap out the normal server with a high bandwidth server the night before during the nightly downtime.

      It's not a perfect solution, but its a solution.

    33. Re:Actually, I see an even bigger problem by Anonymous Coward · · Score: 0

      There is a ton of RP in Eve, you didn't spend much (any?) time looking for it.

    34. Re:Actually, I see an even bigger problem by Rogerborg · · Score: 1

      Wow, that's great. Do you submit the request on punched cards, or would chiseling it on little stone pyramids be more efficient? :P

      --
      If you were blocking sigs, you wouldn't have to read this.
    35. Re:Actually, I see an even bigger problem by poetmatt · · Score: 1

      late response, but your idea and definition is way off.

      In world of warcraft for example, a new instance is not created for each group; people are able to join another individual or group's instance via their ID. In the same sense another person can join the "instance" (deadspace) created for a mission in eve. It's just less control of that in eve.

      Instancing has a variety of forms, "instance dungeon" is just an inaccurate term and appropriately cited as inaccurate. As the wiki article says: "This article does not cite any references or sources."

      Basically, the true definition of instancing is not agreed on by anyone.

  17. Completely the wrong approach by ShooterNeo · · Score: 1

    If there are millions of people playing on the same server, this would have the OPPOSITE effect. Your actions would be so diluted as to be meaningless. Bosses might take hundreds or thousands of players working together to kill - which means that if you decide to call it a night or watch sports and log out early, your team would barely notice your absence.

    Nearly all MMORPGs are the same game. The point of the game is to make you, a single human being among millions in a society you can't change, FEEL POWERFUL. When humans were cave men, living in small groups of under 100 people, a single person WAS powerful. Your actions actually would affect whether the tribe got enough to eat, or who got to reproduce.

    Now, unless you're that rare 1 in 300 million who is the President, you have very little power.

    So, I thought of the opposite game : the MMORPG world would be broken up into shards with less than 50 people on each. There would be thousands of NPC characters. Each shard would start a new "round" every month or two, and when you are playing, your single character's actions would have PROFOUND effects on the landscape. You could lead a huge army of thousands of characters. Every corpse would stay on the battlefield. If you burn a tree or strucuture or a whole forest down, it stays burnt down. And so on.

    You'd start each round as a "level 1" and over the course of a month could rapidly level up to godlike powers - but you've got to compete against the other 30 players who started at the same time at the beginning of the month at the same level as you. You'd be organized into factions, and of course the goal would be conquest of the entire world of the shard. If you solved a quest and got the phat loot, no one else could solve that quest - the uber weapon would be yours and the boss would be dead.

    In such a world, permanent death could be semi-practical. The way it would work, only an extremely high level character would be able to permanently kill another character, and it would take a few weeks to get to that high of a level.

    1. Re:Completely the wrong approach by Anonymous Coward · · Score: 0

      Congratulations, you have just re-invented the multiplayer online RPG (without the massively). You basically described something like Baldur's Gate 2, except with players divided into a few competing teams.

      Personally I'd just play Baldur's Gate 2. Competitive games are better when level grinding isn't involved.

      On the other hand, level grinding is only fun if your powers don't come with a 1-month expiration date.

    2. Re:Completely the wrong approach by American+Terrorist · · Score: 1

      That is a much better idea than the drivel in the article. They seem to want to design a WoW/Diablo combo super server. You want to play a month long game of Warcraft 3 with 30 people. As I hate Diablo and love Warcraft, your idea is clearly the better of the two. The only problem is how to pause the game.

    3. Re:Completely the wrong approach by Supurcell · · Score: 1

      I like your idea. Kind of like a long form Warcraft III, but with more hero levels and more dynamic terrain.

      The main problem I see with this is that, with such a small player base locked into the game, what if those players don't show up to play for a few nights? Who would you play with? What if some lose interest and quit after a few days? By the end of the month, there'd be hardly anyone left.

      It would be great if there were several hardcore players who played every night with each other at the same times, but outside of room mates playing a LAN game, I can't see this happening.

    4. Re:Completely the wrong approach by Keill · · Score: 1

      No - what you are talking about is a completely different problem, and certainly not one that is unsolvable.

      Yes, current MMORPG's might have problems scaling up so far - but then, they wern't designed for that, so it's completely unfair to compare them.

      What an RPG is all about is having greater options and power for the players in the stories they can write. You're complaining that just because there are so many people playing a game, that the numbers of different stories they can write would be too limited.

      Not necessarily - it all depends on how the game is designed. In fact there is absolutely NO reason why an MMORPG can't have enough depth and options to allow each and every individual character to create their own, UNIQUE, story.

      This, IMO, is exactly what MMORPG's should be aiming for, but so far the only one which has even come close to getting it right, is of course Eve Online.

      But it's NOT the fact that it has one server that allows it to do this. In fact, the number of servers/shards/instances etc. has absolutely no real effect upon this.

      What DOES have an effect, and is the reason Eve Online supports this, is that the game-world is PERSISTENT.

      THAT, IMO, is something that is FAR more important for MMORPG's than the amount of shards, size and population a game and it's world might have.

      --
      'Stupidity is an often fatal disease' - R. A. Heinlein
    5. Re:Completely the wrong approach by ShooterNeo · · Score: 2, Interesting

      I thought of a solution to the "game pausing" problem.

      When you organize into a team for the "month long game of Warcraft 3", you choose playing hours. So, you might "sign up" for a game where everyone will play from 6pm to 10pm each day, central standard time. Or any arbitrary set of times, obviously this would mean that most of the time, you'd be playing with other people from your time zone.

      This would make the game more intense : every second actually playing the game would be precious, because if you just stand around, other players on the other teams would be beating you to the quests. Obviously, there would be some randomization : the statistics on weapons and abilities would change randomly a little bit with each match, and the locations of the dungeons and stuff would also change. It would also be possible to play on a "map" that was custom made by other players.

      And if you're a casual player, you could sign up for a "3 days a week, 1 hour" match where you only play a total of 3 hours a week. None of your competitors would have any more time than you, or be ahead at the from the start.

      As for the 1 month expiration date on your powers : have you ever noticed how the most fun part of any new MMORPG is that level up during the newbie levels? The game stops being as much fun once it starts taking forever to level up. And you can't PK until you finish the chore of getting to the top level.

      In my vision of a game, you could obviously go try to gank someone on the other team at level 1.

    6. Re:Completely the wrong approach by ShooterNeo · · Score: 1

      I thought of a solution to the "game pausing" problem.

      When you organize into a team for the "month long game of Warcraft 3", you choose playing hours. So, you might "sign up" for a game where everyone will play from 6pm to 10pm each day, central standard time. Or any arbitrary set of times, obviously this would mean that most of the time, you'd be playing with other people from your time zone.

      This would make the game more intense : every second actually playing the game would be precious, because if you just stand around, other players on the other teams would be beating you to the quests. Obviously, there would be some randomization : the statistics on weapons and abilities would change randomly a little bit with each match, and the locations of the dungeons and stuff would also change. It would also be possible to play on a "map" that was custom made by other players.

      And if you're a casual player, you could sign up for a "3 days a week, 1 hour" match where you only play a total of 3 hours a week. None of your competitors would have any more time than you, or be ahead at the from the start.

      As for the 1 month expiration date on your powers : have you ever noticed how the most fun part of any new MMORPG is that level up during the newbie levels? The game stops being as much fun once it starts taking forever to level up. And you can't PK until you finish the chore of getting to the top level.

      In my vision of a game, you could obviously go try to gank someone on the other team at level 1.

      Oh, a side note - if you don't log in, your character is still in the game world, wherever you left him. Your faction would have some kind of headquarters, so the ideal spot to leave a character for the night would be asleep in his/her bed in the big castle. You'd get a well rested bonus the next game day if you did that.

    7. Re:Completely the wrong approach by ShooterNeo · · Score: 1

      Grinding might be more fun if "team evil" were actually trying to stop you from getting something, and controlled by other players.

    8. Re:Completely the wrong approach by ShooterNeo · · Score: 1, Insightful

      How's that? If you're a new player, you'll be doing drudgery like mining rocks for a year or so until you get accumulate enough skillpoints and wealth to do anything. (unless you buy a character, of course)

      In fact, in Eve online, new players today enter a world where big player alliances already have the mega-uber ships and the players getting to fly those super-ships have years of experience playing the game. In Eve, you can't even grind to "catch up" - it takes a fixed amount of real world time before your character's skills are developed into anything useful for the hyper-competitive world of the pk.

      And there's not even a new server being opened up from time to time to give new players a chance to play on an equal game footing with old players.

    9. Re:Completely the wrong approach by Crumplecorn · · Score: 1

      You are confusing MMORPGs with single-player games (with a side of RTS).

      Single player games are meant to make you the stand out character, the hero who profoundly affects the world, because you are the only real person in there.

      MMORPGs are supposed to put you in a world with other people, and thus will of course provide an experience like real life, where only the best will rise to the top and the rest will have to work together to achieve anything.

      The whole point of a MMORPG is that the challenge is other players, and only by being better than them can you succeed - the opposite of a world where you are guaranteed to succeed, and the opposite of what you described.

      Bosses might take hundreds or thousands of players working together to kill

      Real MMORPGs don't have bosses - they have other players.

      Your actions would be so diluted as to be meaningless.

      In any game where you are merely put in the role of the world-changing hero, your actions are meaningless. You aren't really doing anything, the game is letting you do things. Only in games where you must earn that power, where failure is as likely as success, do your actions really mean anything - that is why MMORPGs exist.

    10. Re:Completely the wrong approach by American+Terrorist · · Score: 1

      I don't think most people would like the idea of having to commit to playing a game at X specified time. That is my (and I suspect many others') biggest problem with MMOs. How about scrap the levels altogether and just place people in arena or battleground settings with all the gear they need, go kill each other and have a good time?

    11. Re:Completely the wrong approach by Hubbell · · Score: 1

      From what I've seen, the best story comes from the players (Only possible in pvp games/servers) in the form of clan vs clan / alliance vs alliance wars, such as the first World War that just ended in Darkfall or that occurred since the formation of Blood until the game started to truly suck in Asheron's Call on the Darktide server, which truly was an entirely different game than Asheron's Call on the other servers. The entire server banding together to take down the Blood powerhouse, and everytime they tried, they failed miserably cause the guys leading Blood (Keepers of Chaos) were able to always stay one step ahead of any strategy used against them.
      In Darkfall, there are numerous smaller alliances now after the World War has ended with the surrender of Hyperion to the Death alliance, but prior to it there were really only a handful of alliances, with nearly all of them gunning to take out Hyperion and it's city holdings.
      Now with the fall of Hyperion, a new chapter in the story begins as the 2 largest remaining alliances are about to be at each other's throats, and the numerous smaller alliances that have formed are battling it out with each other as well.

      I wish someone had written a good 'history' of the World War, but I think it'll be some time before someone does if at all.

    12. Re:Completely the wrong approach by Anonymous Coward · · Score: 0

      So, basically your ideal is the single-player game where you are a god?

      You forget the reason why people don't play WoW on private servers: nobody can see them, so who cares about their l33t new sword. You have to find a balance between loads of people there (and your actions quite small) but when you make an impact, lots of people go 'wow', or small servers with more impact-potential, but when you do, only a few people see it (and whats the chance they're your friends?)

    13. Re:Completely the wrong approach by Opportunist · · Score: 1

      Something like that had been tried. In the pre-graphics area of MU*s. In this special case that I know about (and want to share now), in a MUX with a Battletech theme.

      Basically, the game ran like this: There was a scenario, with a more or less big hexagonal map. 2-4 factions, depending on scenario, warring over control points, who controls the points gets money. Money buys new Mechs. So far, so simple. Player base was about 50-200 players (i.e. about your intended size), game time was between 3 and 6 months (i.e. your intended period). Players would gain skills and attributes over time, but starting over at level 0 again come scenario end.

      Basically, it was what you describe.

      Here's how it went: First week was awesome. Huge battles, people blowing up Mechs left and right. Second week one side was reduced to reserves because, well, battles tend to cost mechs, and only the winner gets to salvage (and claim the control points). After 3 weeks, the game was reduced to the occasional skirmish with one side generally ruling the map at will, while the other side had troubles even getting a handful of people online to even consider taking a look whether that claiming going on was actually more than a single mech sitting on top of the hill.

      Basically, people don't like to lose games. So when it's a given that you're going to lose, people don't log in and play. Yes, they'll return when the scenario is over, but they won't log in just to get beaten up.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    14. Re:Completely the wrong approach by Keill · · Score: 1

      The above post is precisely why Eve Online is a niche game and not suitable for everyone.

      If that is all that you, personally, happen to see in the game - if that is all you feel your character can do - if that is the only story you feel your character can write - then it's obviously not the game that you should consider playing.

      But just because that is what YOU see in the game, does not mean that it is the only possibility - the only option available. If you can't see any others, then don't play. Because to someone like me, I saw far more options that that available; just because I may not choose to take them, is not the fault of the game, but my own choice.

      --
      'Stupidity is an often fatal disease' - R. A. Heinlein
    15. Re:Completely the wrong approach by Judinous · · Score: 1

      You clearly did not fly with a competent group of players. In goonfleet, we recognize that our newbies are incredibly valuable and do everything that we can to keep them in fleets. You can, in fact, be incredibly useful in pvp from day one, as long as you are not trying to do it on your own (you know, second M in MMORPG). A week-old newbie can fly a cheap tackling cruiser (~2m after insurance and modules, so we give them out for free) with the health of a battleship that can be nigh-impossible to shake off. For a day or two of training and a few million more, they can do the same thing with a battlecruiser and start doing appreciable damage as well. Even when these things get blown up quickly, that's a battleship's worth of damage that our other players didn't take, which makes them well worth bringing. As far as making money goes, older players (in 0.0) don't salvage their wrecks when ratting because it slows down their isk/hour if they have good skills. We are always willing to let new players "hoover" behind us and keep whatever they want, and they end up making about 60-70% as much money as a max-skilled ratting pilot. Find me another game that allows a day 1 player to farm money at more than 60-70% of a veteran's rate, and then you can come back and complain about EVE.

      Catching up with other players is not as hopeless as you make it out to be, either. You can have perfect skills for most any sub-capital ship in about 6 months, and past that point there is nothing you can do to make it better. Older players simply have the ability to fly more types of ships well, but you can still only fly one at a time so it makes little difference in actual encounters. If EVE had traditional "levels" like in other MMOs, you wouldn't complain that your level 5 character couldn't kill a level 100 character. The grind in EVE takes about the same time on average to "max out" a "class" as a regular MMO. Sure, powergamers can't knock it out in a week, but as you mentioned character purchasing is possible through legal channels in EVE, so if you really want to speed it up then you can grind for money (instead of EXP) and buy that character you want.

    16. Re:Completely the wrong approach by Anonymous Coward · · Score: 0

      have you ever noticed how the most fun part of any new MMORPG is that level up during the newbie levels?

      Errrr

      I haven't noticed this. What I've actually noticed is the soul crushing boredom of leveling up yet another character.

      Leveling is supposed to be about learning the game. Some people need 80 levels to do that. Some of us pick the game up faster. In my mind, the successful MMO will be the one that lets you skip content once you've done it at least once, rather than forcing you grind your way through another MMO.

      I hope that when WoW2 someday comes out, i can check a box that says, "Yes, I have found and delivered the pie already. Skip to level 100."

    17. Re:Completely the wrong approach by Anonymous Coward · · Score: 0

      Have you ever played Eve? There are numerous ways to make an impact, and while there are fewer players that have Universal recognition across the entire gamespace (Chribba, for example, and his infamous Veldnought and Veldatar) there is a great deal of fluidity in more local regions. You can be a big name in a system, or region, or you can be a well respected fleet commander in the PvP realm, or (and this sometimes makes people wonder) you can be the best damned investment banker in your area.
      The impacts and longevity are not so much to be found in the game world (great, you cut down a tree... woo... it'll grow back) as in the society and culture of the players around you.

    18. Re:Completely the wrong approach by V+for+Vendetta · · Score: 1

      In fact, in Eve online, new players today enter a world where big player alliances already have the mega-uber ships and the players getting to fly those super-ships have years of experience playing the game. In Eve, you can't even grind to "catch up"

      Of course, you can. Not in each field and they will always be ahead of you, for sure. But each single skill can only be trained to a maximum level of 5. Once you reach level 5 for a skill, that's it.

      So, while you might not be able to "catch up" to that been-there-since-alpha-player with his Titan skills, it just needs a couple of weeks to have your skills for flying a Frigate class vessel to the exact same level as those "über players".

  18. Typical "business model": by Hurricane78 · · Score: 1, Troll

    They estimate, from the hip, that the cost to develop the technology required to support a massive amount of players (i.e. far more than EVE Online) on a single server to be roughly $100 million.

    Wow. So no matter what even the rough amount of players is, it always going to cost $100 million?
    Let's see. With EvE Online's record of 53,850 concurrent players in the same realm, the number of active Internet users (1.23 million), and the amount of humans on the planet (6708 million), this would give a price range between ~$1857 to ~$0,0813 and ~$0.0149 per person. Veeery useful. :P

    Protip: If your business model includes words like "massive" and "far", instead of actual numbers (even with a standard deviation), then failure is pretty much guaranteed.

    --
    Any sufficiently advanced intelligence is indistinguishable from stupidity.
    1. Re:Typical "business model": by Hurricane78 · · Score: 0, Troll

      Now please explain to me what's trollish about this post. Because I would understand, if I had been offensive. But I do not even know what could have looked trollish, or offended you.
      My only guess: A troll got mod points. Else I'm at a loss...

      --
      Any sufficiently advanced intelligence is indistinguishable from stupidity.
  19. let me know when... by Anonymous Coward · · Score: 0

    Let me know when this guy actually is credited on a shipped game. Until then, he's just making up babble about problems he hasn't had to actually yet solve.

    Waay too in love with user generated content. There is only 1 golden rule in online play... If players are given the power to be jerks to each other, they will be jerks. (I can't wait for the "build a city" game to come out so I can construct my pnis heaven park.)

    reading the rest of his drivel is just making me mad. bedtime!

  20. Not new by Anonymous Coward · · Score: 0

    How exactly is this news? Many text-only MUSHes and MUDs have been running on one server since, well..., EVER. Perhaps that the companies who want to use only one server could have a look at how the admin of some of the larger MUDs have solved issues with lag...

  21. IBM makes a game server that's pretty big. by CaspianHiro · · Score: 1

    This is from two years ago, there has since been a new family of mainframes, and new cell processors, but you get the idea.

    Hoplon entertainment. http://www.itjungle.com/big/big050207-story01.html

  22. define "single server" by speedtux · · Score: 1

    How exactly do you define a "single server"? Computers are moving towards multiple cores, multiple memory subsystems, and high speed serial interconnects. Those are essentially already "multiple servers", they just happen to be tightly coupled. But you still can't write simple, sequential code on them if you want your code to run reasonably fast.

    1. Re:define "single server" by Anonymous Coward · · Score: 1, Insightful

      My feelings exactly. They obviously don't mean a single processor. It'd take more than $100m to develop *that* :) So they must mean a "single server" in the sense of at least 100s of processors all meshed up with some kind of network. So really it's just "a cluster with a fast mesh" vs "a cluster with a slow(er) mesh". i.e. not a single server at all.

      The fact that their fundamental concept is broken doesn't fill me with awe for their idea.

      Anyway, you spend $100m on a "single server" that copes with X million people, and then person X million plus 1 joins. What then?

      Shards exist for gameplay reasons and for technical reasons and for reasons of business scalability.

    2. Re:define "single server" by Crumplecorn · · Score: 1

      What they mean is single shard. Colloquially people refer to shards as servers.

    3. Re:define "single server" by Anonymous Coward · · Score: 0

      A single MMO "server" is generally 4-12 individual systems of between 16 and 256 cores each interconnected where instances and continents are usually controlled by seperate systems within that cluster, Loading screens are generally just hand offs between systems in the cluster and your computer

  23. 15 year olds? by Moraelin · · Score: 5, Insightful

    Actually, while I'll agree with your main idea that it's undesirable, I just have to wonder about the 15 year olds quip.

    From my limited experience -- and fully aware that the plural of anecdotes isn't data, but I have to start somewhere -- the vast majority of children I ended up grouped with were actually nice people and played the game well. Conversely, most of the more annoying trolls I've known, were middle-aged men. I guess mid-life crisis goes "I can still gank newbies" instead of "I can still get a car with a wing, and teenage hookers" in some people.

    The thing that got me to start thinking about it all -- and bear in mind, I'm not saying it's the worst, just that it was a shock at the time -- was discovering that a (now ex) boss, a respected middle-aged, mid-level manager, was talking l33t in an MMO. I get a tell that, really, makes me wish I had a Rosetta stone to decrypt that garbled nonsense, and wonder who the fuck is that retarded kid? Lo and behold, it's the boss. I _know_ he can type very fast, so he doesn't even have the excuse of not having the time to type the "y" and "o" in "you."

    Another midle-aged guy I know gets his jollies ganking newbies. That's his idea of showing how great he is, apparently.

    One was literally the most retarded player I've ever grouped with. He managed to reach level 70 (at that time, the max) while still believing stuff like that if he takes a step back when an enemy slashes at him, the enemy will miss. 'Cause that sword doesn't reach to his new position, see. Geesh. Or he still thought that it's a good idea as a hunter to run backwards when he gets aggro, 'cause, see, he manages to squeeze in another ranged shot now and then that way. And generally, I mean, not just as in "hadn't figured out the game yet", but as in, "had the most ridiculous ideas and insisted that that's how the game works." He actually was proud of his "footwork", lemme tell you.

    After a wipe or two I actually wished we had a 15 year old in his place. At least those tend to be good at figuring out a game.

    One was not just a complete CS-head, but actually proud of his spewing the most offensive sexist remarks at anyone who had a female name in the game. There was stuff he was telling me (and you know you can't stop them from talking about CS even if you tried) that made _me_ cringe, and I'm a guy. And he's standing them beaming proud of how witty he was.

    Etc.

    So, 15 year olds? I can deal with 15 year olds. It's the older retards that I fear a lot more.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:15 year olds? by An+ominous+Cow+art · · Score: 1

      I often rail against the "12-year-olds" in WoW and other games, more because it's a convenient label for immature idiots than because I truly believe that they are that age. It's a comment on their apparent age.

      You're right though, it is disrespectful to younger kids who actually do behave well and it's something I'll keep in mind in the future.

    2. Re:15 year olds? by DNS-and-BIND · · Score: 1

      Call me crazy, but the number of times I've encountered psychotic 15-year-old players greatly outnumbers the times I've encountered dumbass old fucks being jerks. Voice chat doesn't lie.

      --
      Shutting down free speech with violence isn't fighting fascism. It IS fascism!
    3. Re:15 year olds? by Inglix+the+Mad · · Score: 1

      There are idiots in every age group. I was stuck listening (until the RL muted them) a couple of college guys playing so tough. I don't care if your gf is blowing you while you play WoW, it's not my concern.

      Or the ever so impressive 15/16 year olds trying to act older and smarter than they really are (including the idiot hunter that manages to feign right by the f*cking healers every time)

      Moral of the story, age isn't necessarily the determining fact.

      --
      People say the road to hell is paved with good intentions. Why? Is there any shortage of bad ones?
  24. Next Evolution blah blah blah by Anonymous Coward · · Score: 0

    All these articles about the next step in MMOs blah blah blah has already been done by Second Life.
    If people stopped treating Second Life as a joke and actually realise there is something behind it then people wouldn't be posting redundant stuff like this and people wouldn't so far behind.
    For more information look for the MMOX project.

    1. Re:Next Evolution blah blah blah by Anonymous Coward · · Score: 0

      People treat it as a joke because they created an account and saw it was a joke.

    2. Re:Next Evolution blah blah blah by Anonymous Coward · · Score: 0

      Doesn't mean we can't learn from it, and I don't see how an hour or two (if that) from a user perspective really gives that much insight into the infrastructure running the environment.

  25. New??? by Lord+Lode · · Score: 1

    I know many MMO's that are single server. The biggest usually have shards, but so extremely many MMO's do not, and for so long already. So I don't even understand why they call it a "technology" in this article summary.

    1. Re:New??? by Sobrique · · Score: 1

      What's the userbase of those single server MMOs though? The reason it's 'new tech' is that a fully scalable 'single shard' MMO is ... rather a computational holy grail.
      You're trying to do fully scalable multiprocessing - which is done in HPC circles, and has become fairly easy.
      The killer for an MMO though, is the real-time constraint - when I'm doing HPC style calculations, I run a batch job program that does something, and reports back in a few minutes/hours/days.
      You can't do that in an MMO - you need very small (milisecond) turnarounds on most of your operations, simply because every time my character moves, everyone needs to see that happen fast enough that they don't notice the delay. That's really an extremely difficult (and interesting) problem to be solving in computational terms - synchronisation between separate processes/processors is 'expensive' in terms of time and effort, and so as you add numbers of things that need to synchronise and pass messages (which you need to, to be able to scale your system) you end up with geometric increases in the amount of work you're doing.
      That's why they call it 'new tech' - HPC is done, design your algorithm right given your problem, and leave it numbercrunching for a few days, and fiddle about a bit to save some time.
      REAL TIME HPC is ... not. No one has really 'done it' yet, because you're essentially solving an NP complete problem.

    2. Re:New??? by Lord+Lode · · Score: 1

      Very interesting reply, too bad I can't rate it up because I already made a comment in this article.

  26. That's still shards by Moraelin · · Score: 1

    Well, that's still shards. City sized intead of planet sized, but shards anyway. I was more under the impression that what these guys want is one huge non-instanced world with everyone in it.

    --
    A polar bear is a cartesian bear after a coordinate transform.
  27. Meanwhile, in an MMO, a problem grows... by Crash+Culligan · · Score: 2, Insightful

    Moraelin: Actually, I see another even bigger problem, at least for more traditional (WoW-type) MMOs. How big should your world be?

    The question of how big an MMO should be is a simple matter of planning desired player density, introducing sufficient hooks to ensure interest, and mitigating player turnover by making the action easy enough for low-level characters to get into. All of this is part of the design of any MMO worth its salt.

    However, remember that "should" is the most dangerous word in the English language. Forget "should." Screw "should"'s eye sockets until its ears cry.

    How big will the game be? Because all that planning won't amount to anything if nobody shows up and the place feels like a well-lit and mip-mapped ghost town. Or if it takes off faster than expected and suddenly you're running the most popular lag machine in town.

    --
    You cannot truly appreciate Dilbert until you read it in the original Klingon.
  28. Throw in the fact by Shivetya · · Score: 1

    that that super large servers would have the exact opposite reaction of what they seek. You would reduce the player to part of the herd, people having an effect on the world would be those you read about and never met, very much like the real world.

    With smaller population sets among servers it allows more players to actually have "firsts". It allows for tighter communities to be formed. Then there is this small problem of WOW's player base, as in size. They have a couple hundred servers for a reason. I can't imagine trying to play on a server with the combined population of even four current servers, there just isn't space. If you instance zones then your right back where you started. I always found instanced zones to be less immersive than having multiple servers.

    A game like wow, with achievements and goals, needs to have smaller population sets just so more people can have the chance of being first at something, let alone establish a rep for themselves based on character (and don't think people don't develop reputations on individual servers)

    Nah, I wouldn't want to play in a world of millions of people... I do that in real life and I certainly won't pay to do it in a fantasy. At least give my character the chance to be the hero instead of the fodder

    --
    * Winners compare their achievements to their goals, losers compare theirs to that of others.
    1. Re:Throw in the fact by Knara · · Score: 1

      Nah, I wouldn't want to play in a world of millions of people... I do that in real life and I certainly won't pay to do it in a fantasy. At least give my character the chance to be the hero instead of the fodder

      This attitude isn't uncommon, but it is also an impediment to making an actual, compelling fantasy world. If there's 100 different shards out there, you're really not playing in an MMO world, you're just in one of a hundred small sandbox games that happens to be multiplayer. Achievements mean nothing even if they're unique to a server, because it's quite likely that 100 people have also done it.

    2. Re:Throw in the fact by CyberNigma · · Score: 1

      Too many people are seeing an all or nothing solution - wow/eve or guild wars. I challenge that it doesn't have to be that way. I would suggest going with the Tabula Rasa method, each server 'instance' being the same size as a current WoW server (which is technically instanced by continent). This means you have WoW but with the equivalent ability to instantly switch between servers. It's a win-win situation. The instances are just as populated as they currently are (possibly closer to max if you dynamically allocate/de-allocate servers) with the bonus that you can play on a server with your friend and switch immediately to another one.

      It doesn't have to be like Guild Wars. It could simply be WoW with instant (and free) server transfers (well, pretty close, not exactly the same since they would be mega instances instead of servers.

      So, at least a middle-ground solution:
      Each WoW 4-instanced world server (Kalimdor, Eastern Kingdoms, Outland/Exodar/Silvermoon, Northrend) is basically a world-instance (similar to but not exactly how Tabula Rasa did it). You can even still display them as separate servers. In reality, assuming they can work the technology (which is what the article is about), a player can switch their character to other instances (from Blackwater Raiders to Shadowmoon) instantly to play with someone else. You can talk to friends and meet up somewhere to play together.

    3. Re:Throw in the fact by CyberNigma · · Score: 1

      It would only be a good MMO world if players were professions other than adventurers as well (which probably wouldn't be too popular or fun). Taking a world with 10 million adventurers (making up the majority of the world's population) isn't really a world. That's too many heroes. The majority of the people in any world would be the non-adventuring types, which no MMO out there has enough of to compare.

      Take any fantasy set you want from books or RPGs (or take non-fantasy history) and you'll find that relatively speaking, the numbers of adventurers/heroes are not even close to that high.

      Hence, sandboxes really do emulate a fantasy world more than a single shard, population-wise with relation to adventurers to non-adventurers. This is especially true since it's not a world of millions of people - it's a world of millions of adventurers/heroes, which is not comparable to any fantasy setting out there (well traditional fantasy setting anyhow, not talking Krull or something on a galactic scale).

  29. A single server? by DrXym · · Score: 1
    Why on earth would you need a single server? A proper scalable solution would use load balancing such that a user might login through front-end server but that server might be one of many. Each would host (say) ~500 users depending on load and forward that traffic to specific backends depending on which zone each user is in. At the back end, one or more zones would be hosted by dedicated machines depending on their popularity and other factors. There would also be separate machines for character creation, instanced zones, game level events, chat / messaging / VOIP, databases, account information and so on. They could be tied together with something like JMS, EJB, Corba, Web services or whatever is appropriate for what they're doing.

    To the user it would look like a single server but in reality it would be many. I expect EVE works very much in this way although much of the infrastructure challenge would be coping with extreme events such as fleet invasions. But at least each system is effectively a separate zone which would simplify things a lot. It's not like one server has to cope with 100,000 user connections at once.

    The upshot is an MMO could start small and scale depending on demand. There is an initial outlay - a very large outlay for some games - and of course a lot of planning in getting the infrastructure right but the hardware could grow naturally with the customer base. I also assume that the subscription costs would be sufficient to fund the expansion, so its never like you'd ever be down 100 million. The biggest danger is in screwing up the architecture so its buggy, or grossly overestimating the appeal of your game such that you never recover the initial expense of developing and deploying the thing.

    1. Re:A single server? by Prof.Phreak · · Score: 2, Insightful

      I think point is that out of millions of folks "connected" to the game at any given time, each one should be able to "find" the other in the game world.

      --

      "If anything can go wrong, it will." - Murphy

    2. Re:A single server? by BrookHarty · · Score: 1

      I think point is that out of millions of folks "connected" to the game at any given time, each one should be able to "find" the other in the game world.

      Exactly, how many friends, family and co-workers are spread across servers. And you cant chat or help them.

      Secondlife seems to handle the chat feature and shards pretty well. Unless a zone is full, and you cant enter it. But that happens in wow with the amount of instances allowed to serve.

  30. What about LATENCY!? by SupremoMan · · Score: 1

    Sure Americans may not mind having a latency of 150 ms from West Coast to an East Coast server. But what about a player from Singapore or Australia? You think playing with 500 ms to even 1000 ms is fun? What kind of game are you running? A turn-based hug-fest? Anything with combat that is even slightly dependent on timely user actions will be a nightmare for players from around the globe.

    1. Re:What about LATENCY!? by raehl · · Score: 1

      Meh, they're just gold farming anyway.

    2. Re:What about LATENCY!? by Anonymous Coward · · Score: 0

      "Turnbased hug-fest" Best description of Eve Online ever

    3. Re:What about LATENCY!? by Mashiki · · Score: 1

      When I was playing(more-so raiding) in WoW, and I live on the East Coast there were plenty of times with AT&T dropping the ball with one of their routers. Seeing 500ms wasn't a big surprise off my ISP, personally until ISP's figure their shit out and actually work together instead of saying: "It's their fault, no it's their fault!" Than really, I'm not too worried about anything else.

      --
      Om, nomnomnom...
    4. Re:What about LATENCY!? by gilgoomesh · · Score: 1

      Australia's WoW servers *are* located on U.S. West Coast. Typical latency is between 200ms and 500ms. You cope.

      Actually, the game lets you press buttons latency*seconds before the action can occur -- so you can adapt your playstyle to cope.

    5. Re:What about LATENCY!? by Turudd · · Score: 1

      I live in Sarajevo, Bosnia and play on an eastcoast US server. My ping is 130ms on average and only spikes to at max 500ms.

    6. Re:What about LATENCY!? by SupremoMan · · Score: 1

      Not all games are as forgiving. I remember playing Ultima Online with 13ms ping. Now if you had 150 ms ping, I would run circles around you and take your lunch money. That's nice way of saying I would have picked half your items from your rotting corpse before you realized you died.

      And yes I know how WoW does their "Oceanic" servers, back when I played most of my guild was from Singapore. The stories of their lag-filled gaming haunt me like nightmares.

  31. EVE ONLINE IS NOT SINGLE SERVER! by raehl · · Score: 1, Informative

    I really wish people would stop falling for marketing hype. EVE runs on shards like every other MMORPG; the difference is that you can move from shard to shard. That's what happens every time you jump gates - you're just getting moved to the server running the system/shard you're jumping to.

    Get too many players on one shard (system) though, and BAM! lag.

    1. Re:EVE ONLINE IS NOT SINGLE SERVER! by FlyveHest · · Score: 2, Informative

      I think by shard, what is meant is world instance, not physical server, and Eve is only one shard.

      Being in another starsystem (and thus, located on another physical server), you can still interact with players in other starsystems, even across the galaxy.

      And, the system can move starsystems around between physical servers, so if there is an influx of players in an otherwise empty system, it will be moved to a larger server, to better handle the load.

      Ofcourse, every server has its limits, just like with any MMO, and when you reach peak (which, with the "new" stackless IO, is well above 1000 players), there will be lag, ofcourse.

    2. Re:EVE ONLINE IS NOT SINGLE SERVER! by Sobrique · · Score: 3, Informative

      Marketing hype? That EVE is a single universe, with a peak concurrent user count of >50k? How's that 'hype' - it's true. Yes, they do multiprocess by switching you onto different servers when you jump system (sometimes). They also multi-process by having a proxy tier, a solar system tier, and a database tier. But that's not 'sharding' either.
      When most MMOs have too many users, they end up firing up a new copy of the code on a standalone server, and let there be another 'copy' of the universe, for someone else to be 'king' of.
      The only place that's happened with EVE, is the China implementation, and that was solely because China has rules regarding MMOs that ... would have been generally negative to implement on the Tranquility (original) cluster.

    3. Re:EVE ONLINE IS NOT SINGLE SERVER! by Tony+Hoyle · · Score: 1

      Eve is so big though that never happens. I played it for a month or so.. not much, I'll admit. In that time I went all over the place doing every quest I could get my hands on and never once met another person... It's space - if you had 10,000 people playing at once they could all be so far apart from each other they'd never meet.

    4. Re:EVE ONLINE IS NOT SINGLE SERVER! by Inominate · · Score: 1

      It does happen in eve.

      The difference is that the server in eve only lags when you get it loaded with as many people as an entire shard on most other games.(e.g. wow)

    5. Re:EVE ONLINE IS NOT SINGLE SERVER! by Anonymous Coward · · Score: 0

      Well, it may be a matter of semantics, but the traditional definition of shards is that they are completely separate systems. You can't travel from shard to shard. They are discrete systems.

      You are correct, its not a single server. Its hundreds of servers. However, they all serve one shard (or two if you count the test shard). Everyone in the EVE galaxy can interact. That's the difference.

      I believe you are mixing the term shard and the term zone.

    6. Re:EVE ONLINE IS NOT SINGLE SERVER! by Anonymous Coward · · Score: 0

      I really wish idiots would stop thinking that "server" means the same in all computing industries.

      A "server" to an MMO based company is a "cluster" or even "server farm" to an IP department in another business.

      Just because its not a usage you personally use does not make it incorrect to call it a server

    7. Re:EVE ONLINE IS NOT SINGLE SERVER! by Anonymous Coward · · Score: 0

      You need to check your definitions. Shards, as used in this context, is a MMO world that is split into distinct player bases. EVE is a single shard.

    8. Re:EVE ONLINE IS NOT SINGLE SERVER! by Nick+Ives · · Score: 1

      In that time I went all over the place doing every quest I could get my hands on and never once met another person

      Er, what? I played Eve for a month and was constantly bumping into people. I joined a mining corp due to the promise of easy money and help with ship upgrades within my first week. The player community was fantastic and so was the game, the only thing that turned me off was the time investment required.

      I find it hard to believe that you spent a month in Eve and didn't meet any other people.

      --
      Nick
    9. Re:EVE ONLINE IS NOT SINGLE SERVER! by Anonymous Coward · · Score: 0

      Honestly, it sounds like you never really played it. Never once met another person? Really?

      Quit trying to sound like you know what you're talking about, because you have no fucking clue.

    10. Re:EVE ONLINE IS NOT SINGLE SERVER! by Endo13 · · Score: 1

      No, he has to be right! I know, because I spent 15 minutes with a trial account once and I didn't meet any other people either!

      --
      There is no -1 Disagree mod. Slashdot.org/faq defines mod options. USE IT.
  32. Don't compare MMOs to RL by Opportunist · · Score: 1

    First, there are a few people who have way too much influence in the real world.
    Second, they are neither the ones with the best skill, nor the ones who invest the most time into the "game".
    And finally, quitting isn't really a viable option.

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  33. Open source server tech by Anonymous Coward · · Score: 0

    None mentions Project Darkstar in all of this...
    http://projectdarkstar.com/

  34. james portnow by Anonymous Coward · · Score: 0

    is a giant douche. Look at his profile from his gaming company

    James Portnow - CEO, Creative Director
    Like Athena, DbZ sprung the brow of James Portnow. Our resident rock star, James has lain down his axe and picked up his keyboard. Chief Design Correspondent for Edge, James is the catalyst which grows and crystallizes the vision of the company. He hails from Activision, has a Master's from Carnegie Mellon's Entertainment Technology Program, and is not afraid to use it. His leading attribute: Knowledge. His special abilities: Design, Aesthetics, and Publicity. Google him.

    I know the guy, and that is not at all a joke. He's one of the most pretentious people to ever come out of CMU, and that's really saying a lot.

  35. Speaking of Shards... by Ortle · · Score: 1

    and single servers, http://www.shardsofdalaya.com/ for those of you who would enjoy a new twist on an old game.. MMO, singe server, great community, and fun.

  36. Solving Load Distribution Lag in a Space Game by StCredZero · · Score: 2, Insightful

    The problem with Eve Online, at least it was one a few years back, was that they chose to organize servers by star system. In other words, loads were distributed by named location. (Which was why certain populous systems like Jita often lagged.) Also, this distribution was static and didn't adapt to changing situations. (Like roving fleets of 200 ships.)

    Processor load should be distributed by population and user activity. The unit of processing should not be named locations. Aggregations of players should be the basis for the units of processing. With a space game like Eve, this is easy. When people form a fleet or a squadron, the fleet's inertial frame of reference becomes a "locale." (This would be appropriate for a game which actually had Newtonian dynamics, not Eve. Eve could still use it, though.) When two fleets merge, two locales merge. This would be an inherently dynamic load distribution system. The merging operation could be disguised with "warp-in" effects. You could even have a locale moved from server to server, and this could be covered for as a "warp storm" where both sides are effected. (And maybe gangs/fleets are undone and individual ships are all caught in a "warp bubble." That could be cool. It also might encourage some interesting small-group tactics, or units trained to reorganize themselves on the fly.)

  37. Mabignogi by Anonymous Coward · · Score: 0

    Mabinogi is split across several "shard" servers and "channels"

    You can change channels at will, but not servers. The newest server has 1/7th the population density of the largest. The dungeons are procedurally generated, and no two people will enter the same dungeon unless they give the 'entrance' the same item.

    Ideal, would be to micro-manage areas.

    For example, one "server" supports 100 people
    101 people enter the area. Copy everything and Divide the area in half, and send that virtual machine over to another server (vmware, etc), then as people transit in or out of the area, the duplicate data is removed until the data is gone.

    Same in reverse. If an area is no longer popular, start a merge and make the server support a larger area.

    Makes enough sense, but let's keep going.

    Decouple NPC's from the world. Decouple as much static assets as possible. Dump these in as random seeds or other kinds of procedural data.
    When "loading", use a pseudo-p2p network so that everyone rushing into an area the first time, can get parts of the data as it loads. Those already in the area then support those still loading until they have enough. The game client should throw away any mismatched data.

    In decoupling the NPC's, the NPC's should be no different from players other than a flag in the system that says that it's a local NPC and not a remote user. The NPC connects the same way as a player, has it's own schedule of activity, and will attack monsters if unleashed on them. So as areas are divided or merged, the NPC will move to the correct server, and not cause item dupe glitches.

    As for item dupe glitches, gold dupe, etc. These can be solved by simply having everything in a MMO have a serial number. each gold coin and each player. It then just has to check who has is, and therefor can't be duplicated. The reason duping exists as the items are stored as a integer counter in a database, and not a serial number. eg
    BAD:
    Playername: X
    Playergold: Y

    GOOD:
    Playername: X
    Player inventory:
    Gold:#12 - From Billybobb2
    Gold:#501 - From MONSTER444
    GOLD:#2342341- From NPC10

    etc, lots more data to store, much less headache.

    Financial subsystems should be more like a real bank and keep track of all deposits and withdrawals, and which branch and player are responsible for the transactions. The game can then garbage collect items that were dropped, and redistribute things as necessary.

    Real banks store account information where? I don't know. But it seems like the two biggest tripping points in all MMO's is separating users into shards (that prevent friends from getting together) and resource starvation/deprivation that borks the game economy.

    There shouldn't be an unlimited supply of things. In a space based game, this can be implemented as discovering new places. But in Fantasy games, most of the resources would long be drained, so things that are scarce should only be grown to prevent hoarding.

  38. Bandwith needed for EVE Online by Maarek+Stele · · Score: 0

    They ahve the processing power to run their 1000 ship attacks in single systems. Far more than World of Warcraft where only 50 run attacks. So a single shard needs the massive bandwidth and a location where they are on the actual Internet backbone.

    --
    "Be who you are and say what you feel, because those who mind don't matter and those who matter don't mind." -Dr. Seuss
  39. Main reason for EVE's single shard by Maarek+Stele · · Score: 0

    Is the Economy. It's 100% player driver. The only thing that the developers add is a sink hole for the Initial blue prints for equipment. Everything else is player aquired / sold. If there were additional shards, than there would be no need to fight for systems. Which is why World of Warcraft is just a 3D social playground for developing characters rather than aquiring and fighting for your goals which you achieve in EVE online.

    Face it, people don't like EVE because it's too intense and feel that there is a lackluster in the PVP fighting. If they take their time, the fighting is more drawn out than any other MMO and that character development is your choice not a 70 hour hack-n-slash to gain levels.

    Skills allow you to use items, and money allows you to buy them. Everything else is community based.

    OH and it's one of the only games where you CAN be a trader and NEVER have to fight to gain levels.

    --
    "Be who you are and say what you feel, because those who mind don't matter and those who matter don't mind." -Dr. Seuss
    1. Re:Main reason for EVE's single shard by Anonymous Coward · · Score: 0

      . . . one of the only games where you CAN be a trader and NEVER have to fight to gain levels.

      However one in which one wrong (and unintended) keystroke can result in the loss from PvP of everything you spent a year or more working for.

  40. the opposite by Bobtree · · Score: 1

    I think some day we may see an MMO run entirely peer to peer. Take the current staples of MMO design, and do almost exactly the opposite. Here's how it might work.

    Each player essentially homesteads their own small chunk of game content. They can put in whatever they want, and are responsible for its rules, persistence, and accessibility to others.

    The game world geography matches the network topology of the player base. Friends link their sandboxes together. Popular content becomes replicated rather than crowded.

    The gameplay becomes providing the most interesting set of experiences to others, and experiencing others play design in turn. Resources are limited by how much CPU/RAM/network the players dedicate to the simulation.

    It's not centralized, pre-authored, static, or formally moderated. Players with specific tastes can coordinate to develop consistent setups. Cheaters can be left to their own devices.

    It's less a game than a meta-game. All it really needs is a basic protocol. A system like this is probably quite a ways off, but it could happen.

    1. Re:the opposite by thePowerOfGrayskull · · Score: 1

      NWN1/NWN2 multiplayer offers that to a large degree. Creators each create their own server, implement their own rules and content (or use that provided by others, as they see fit). Players can move between servers if the creators want to link their worlds.

      It very much allows each person to tailor-make a world for the style and type of gameplay that he enjoys most.

      It's a shame that there seem to be no successors on the horizon - perhaps something that is not built around the D&D rulset.

    2. Re:the opposite by petgiraffe · · Score: 1

      Actually, it's quite a ways in the past. It was called VRML and the world wasn't ready for it... then.

      --
      -- The reader anything less than completely failing to not misunderstand this sig is cursed.
  41. This gets on slashdot? by Someone+Awful · · Score: 1

    This 'article' seems more like someones day dreams, this article belongs in an MMO forum somewhere, not on the front page of slashdot. There is nothing of substance, mostly its just this person's musings on what their wet dream of an MMO would be. They randomly state 100 million as a development cost for this 'new technology' for a single shard world. Amateurish is the most flattering word I can think of to describe this post. The ideas arent that new or interesting, and again, it's mostly a post about what someone wants to see in an MMO, very little in the article actually talks about the concept of single shard MMO's, or the technology needed to create them, which is the main headline of the article!

    1. Re:This gets on slashdot? by Knara · · Score: 1

      I think you're wanted over at Ars Technica by the folks who tsk tsk at the "journalistic standards" that they perceive are slipping at Ars.

      Lighten up, Sparky.

  42. Re:RP Servers Filter out the Asshats by Phrogman · · Score: 1

    Precisely. Although I have enjoyed some RP in some games immensely, its usually the exception, and many players who want to RP fail dismally at it (IMHO, YMMV). I like to RP from time to time and can enjoy playing my character, in character with another player who understands how to do so effectively. Many however are obviously new to things and try too hard which can be grating at times.
    However, as a means to filter out the fuckwads, choosing an RP server is a great tool. Playing on Percival (and the other RP servers) in Dark Age of Camelot was quite enjoyable for me, for a few reasons:
    First, the naming restrictions prevented me from being distracted by people with names like "Monosodium Glutamate" (someone I met on an non-RP server who told me he picked his name off the ingredients for the bag of chips he was eating when he signed up). I enjoyed seeing names which suited the culture and interacting with people who mostly talked in character. For those who didn't want to do so, there were plenty of non-RP servers.
    Secondly, RP servers tend to attract a slightly more mature audience within my experience. As a result we had a few less asshats generally speaking. Nothing will outright prevent asshattery, but anything that helps is welcome.As well the quality of gameplay was enhanced when it came to Strategic PvP (by that I mean the strategic level of planning that guided armies on raids of other realms etc. It got quite involved in DAOC, with hidden websites, raids planned 2 weeks in advance with specific orders to task force leaders and people planning and scheduling the departure times for various forces etc). I am sure that took place elsewhere of course, but Percival was widely regarded as having some of the best RvR in the game.
    RP has to be the reward for good RP. Offering in game rewards means you are encouraging people who don't *want* to RP to do so for the perceived benefits, thats only going to breed frustration.

    Usually the biggest discouragement from RP is the nature of the game design itself. The best game for RP that I have played so far was the original Star Wars MMO. Why? Because it was a sandbox world where everything was completely wide open. I am currently playing LOTRO (Lord of the Rings Online) and while at first glance it would seem perfect for RP, the mechanics of the game which are heavily focused on doing fixed quests, means that RP is at best confusing and generally discouraged by the system (ie, in a game where the LOTR story is unfolding and based on your progress through the game only characters who are roughly the same level and have completed the same quests are literally in the same time period. How can I roleplay about seeing evidence that the Fellowship of the Ring has passed through Moria and Lothlorien, when from your point of view you just met them in Rivendell 30s ago?).

    --
    "The first time I got drunk, I got married. The second time I bought a chimpanzee, after that I stayed sober" Arian Seid
  43. Why not have it both ways? by Nekomusume · · Score: 1

    With seperate servers for each region, instead of each server having a copy of the full world. Travel far enough, and you shift from one server to the next.

  44. Not entirely... by SanityInAnarchy · · Score: 1

    Background: I play a small, 2D MMO. I'm going to try to provide as much context as I can, since I doubt anyone else here plays it. Also, I don't play WoW, so if I'm describing things that other games already do, sorry...

    First of all, WoW recently got "achievements", which I believe are like the Xbox Live or Steam "achievements" -- they don't get you anything except a little badge that says "I did this." Nexus has had these for pretty much as long as it's existed, which is over ten years -- they are called "Legend Marks".

    This game has four main paths -- I believe WoW calls them "classes" -- Mages, Poets, Rogues, Warriors. However, each of those is split up into four sub-paths. One of those is "NPC", as in, just a quest like anything else, and in return, you get some new spells.

    The other three sub-paths -- per main path, so twelve sub-paths, total -- are very much roleplay-oriented, and player-run.

    Each sub-path has its own unique spells. Some are useful, some provide a real advantage, and some are just fun. For example, the Barbarians have a "push" spell, with which they can shove other players around.

    Each also has a number of roleplay requirements. For example, to become a Geomancer, you must be knowledgeable in Taoism, Feng Shui, Elementalism, and a number of other things. To be a Muse, you must keep a journal, and occasionally write stories, poems, plays, etc -- indeed, the Muses often host a Dinner Theater (in-game). To be a Spy, well, I can't help you -- to even know what you have to do to become a spy, you'll have to do some information gathering on your own -- in other words, spy on some spies.

    Each can also give legend marks -- for example, "Scouted with the Rangers" might be desirable, while "Disruptor of Balance" wouldn't be. At the moment, nearly all clans and subpaths will reject people with negative legend marks like "Disruptor of Balance" or "Angered the Horde".

    Finally, each subpath has their own unique areas -- both a path-only area, and an area open to the community. Barbarians often invite people into their cave to drink brew, to train, to brawl...

    What am I getting at here?

    It's a nice balance, I think, between the two extremes you're talking about. It's not just "roleplay for its own sake" -- while there is plenty of that, many players do see that as silly, with good reason. After all, if roleplay was all we wanted, with no "physical" consequences, why bother with a game? We can do that on IRC, or on a tabletop, for that matter.

    On the other hand, people who are just in it for the loot aren't likely to get far. This is a lot of work, and it's completely different work than just grinding. Even if they're very good actors, and simply pretend to enjoy roleplay just to get the item, they may well find themselves enjoying it anyway.

    And if they don't, I'm not sure I care too much. If they can manage to actively roleplay as a part of the community, no matter what their real motivation, that's a good thing for those of us who do enjoy it.

    The game designers absolutely have a reason to reward roleplay, in this case, because they've managed to carve out a niche for themselves in a very crowded market. Some people come for other reasons -- some hunt to millions of points of vitality (there's no level cap), some do nothing but play events (elixir wars are fun) -- and some come for the roleplay, or even for a sense of community that's missing from many larger games.

    --
    Don't thank God, thank a doctor!
    1. Re:Not entirely... by liquiddark · · Score: 1

      After all, if roleplay was all we wanted, with no "physical" consequences, why bother with a game? We can do that on IRC, or on a tabletop, for that matter.

      I think this is a red herring - people want to roleplay in these settings; the very presence of RP servers is indicative of such, because their appearance is often preceded by a significant community outcry for RP-only servers.

      You haven't talked much about the rewards for RP in the game you've described. What does it mean for a specialization (talent trees are similar but not identical in WoW, btw) to be "player-run"? What are the limitations on the custom areas, how large are they, and how much of interest occurs within them? Are they little more than guild houses, or are they areas requiring significant exploration and adventuring? Is there loot involved in each path? How different is it, and what are the mechanisms that ensure it is available through normal and specialized play? What other kinds of play focus on the specializations?

      There's also the question of how representative this game is of the "interesting" MMOGs - the estimate of player count puts it at 3000, with a normal active load of 700 at a time, which falls below the size of a single server for most games, and that's not beginning to consider whether the systems for the game generate similar server-side processing loads to more mainstream games.

      There are lore and unlock rewards in several other big MMOs, and some of them are tied to class (the death knight area in WoW is a natural example). This doesn't qualify in terms of the usual definition of "reward" in those games, however. Rewards typically refer specifically to cash and items given specifically for a behaviour. What you've described, although it sounds somewhat interesting on its own, does not really fit into that definition.

    2. Re:Not entirely... by SanityInAnarchy · · Score: 1

      What does it mean for a specialization (talent trees are similar but not identical in WoW, btw) to be "player-run"?

      It means that, among other things, the players who control that specialization choose who may specialize and how. It also means that the other things I mentioned are mostly under player control. Things that require changes to the game, like a new spell, must be approved by "the gods" (that is, the corporation running the game), but it's generally players who ask for specific things.

      What are the limitations on the custom areas, how large are they, and how much of interest occurs within them?

      Relatively small, compared to a hunting area. Relatively large, compared to a house a player can own. The limitations are mostly number of rooms, and quite a lot of community events (player-run games) take place there.

      Are they little more than guild houses, or are they areas requiring significant exploration and adventuring?

      Closer to guild houses. That isn't to say that there's no adventuring involved -- several paths I know of have significant quests they've created for the community, for instance. Some of these are done via NPCs, and some are managed by players.

      Is there loot involved in each path? How different is it, and what are the mechanisms that ensure it is available through normal and specialized play?

      Stat-wise, hard to say how different it is, as the paths tend to guard these secrets well.

      They are generally either available to members of the path exclusively, or are given out by Guides (think a council) to specific members of the path (or the community) as a way of recognizing them for something.

      For example: Only Geomancers can wield a Staff of Chi. However, it still has to be earned through a series of player-run quests, and can be outright denied.

      What other kinds of play focus on the specializations?

      Not sure quite what you mean here. Other than roleplay?

      There's also the question of how representative this game is of the "interesting" MMOGs - the estimate of player count [everything2.com] puts it at 3000, with a normal active load of 700 at a time, which falls below the size of a single server for most games,

      Yes... it's a tiny game.

      I point it out because I believe it's interesting, and I don't see this kind of thing elsewhere.

      There are lore and unlock rewards in several other big MMOs, and some of them are tied to class (the death knight area in WoW is a natural example)

      Are these awarded by players, or NPCs?

      Rewards typically refer specifically to cash and items given specifically for a behaviour.

      Right.

      Geomancers will give out Keeper of Balance (a legend mark and associated dye (armor color)) to people they consider to be Keepers of Balance, in a roleplay sense.

      As an example: There was one I met who posted frequently on the Community Board offering assistance to "those in need". That is, if you needed help with something, she'd find a way to help you -- everything from running through a quest with you to outright giving you items you need.

      Unfortunately, by the time I got to her, she was already Keeper of Balance, and she'd already been given a Helmet of Balance, among other things. We recognize good people.

      Disruptor of Balance, while it's occasionally given out for roleplay reasons, is also used to mark people we specifically have an issue with. And again, it's based on actual actions -- for instance, a Geomancer who leaked path secrets would likely be kicked from the path and marked Disruptor of Balance. This has real consequences -- loss of karma, other paths will tend to shun them, etc.

      Essentially, the way you reward roleplay is by putting those rewards under human control -- and with a population this small, that means player co

      --
      Don't thank God, thank a doctor!
  45. There is a game that already does this by Anonymous Coward · · Score: 0

    Vendetta Online only has one server, granted this may be due to the small/medium sized player base.

    Busy areas of the game were having problems with performance, but the game devs have been working hard to resolve those issues (news posts from the devs can be seen here http://www.vendetta-online.com/h/news.html) I think currently most of the issues have been resolved.

  46. Different game type by Moraelin · · Score: 1

    As I might have mentioned, I was talking about a more traditional MMO, which is a bit differently structured than EVE. (Not saying either it's better, mind you. Just that they're different games for different people.)

    A zone in WoW (or EQ2, or WAR, or whatever) isn't just some terrain where you mine and occasionally fight each other. Zones must also include some _quests_ at the bare minimum. Zones which are/were just a big empty space, always tended to be mostly empty. E.g., Azhara has only a couple of quests, and really at any given time there are 1-2 players there tops.

    So creating some zones which might, or might not, be made available later also means writing a lot of story and scripting quests... which might not be needed yet, or indeed might never get activated if you don't get enough players to require them.

    Conversely, even if you do release them, how many quests _do_ you need for, say, levels 15 to 20? A bit of variety and choice is good, mind you, but past a point you're just creating more and more content which any given character won't need. If you end up with 20 zones with level 15-20 quests, the average character will just see one and then outlevel them all for good. Except a few of us terminal altoholics, nobody will make 20 characters just to see them all.

    Even if they do make that many characters, you just created more work for yourself in balancing the quests and rewards against all other zones for the same level range. If one of those level 15-20 zones gives better rewards than the other 19, you just made those 19 obsolete for most people. (See: how many people still do Silithus instead of buggering off to Hellfire Peninsula?)

    Basically I still maintain that for a traditional MMO it's a lot more work and _expense_ to adjust world size to player population, than spawning/merging shards is.

    Again, if EVE's game type works that way, more power to it. For a game like WoW, it's a bit different, due to different game design.

    --
    A polar bear is a cartesian bear after a coordinate transform.
  47. Why, when you wouldn't answer my question? by MEK_LoveBug · · Score: 1

    I repeatedly asked that you prove you are a programmer here in this link http://slashdot.org/comments.pl?sid=1222893&cid=27957379 and many times all this week. You said you were and yet you refuse to provide proof of your own words, despite your nagging an ac named apk all last week about that and he did provide you that proof making you eat your arrogant words. You sir, as far as I am concerned, are nothing but a cowardly liar ion.simon.c and one with no class to boot.

  48. unique names vs real life by Anonymous Coward · · Score: 0

    Unique names = artificial limit. There is no reason why game servers couldn't allow multiple characters with the same names. They can use internal uid's for tracking instead of names and let talk and chat boxes show some additional information for ID purposes to separate the names if there is a conflict.

    This is why we have social security ID in real life. No reason why we couldn't use a similar system in games to let everyone play as Conan.

  49. Dispatch Server Mechanism by kenp2002 · · Score: 1

    The problem with single server shards is that certain prodecures, calculations, and tasks are not intrinsic to the operation of the world itself.

    I have been tinkering with procedural content development for about 2 years now and have found several things (as an example).

    In the proto-world system I am tinkering with mobs (npc creatures) spawning patterns are simualted by a simple cellular automation system (Think conway's game of life) such that populations shift based on desierability (number of times killed, damage taken, damage inflicted, idle time, food accessability). The spawn locations are updated every 24 hours but processessing the simulated PC activity, kills, available food, etc in't a real time activity. Currently that data is bundled (along with the next day's weather info) and dispatched to a utility server for processing. The game world itself (and hence the server running it) only needs the result. Why bog down the core game loop with that activity and why add another low SCHEDID task to the processor to deal with?

    Two: As mentioned in other posts dynamic partitioning is already in existence. The Big World engine for example has technological solutions for dynamically scaling the world information to minimize updates sent to the client. You do not need to processes empty cells nor do you have to send information updates to a client if the information is beyond a given distance. (Aka Folks in Queynos don't need to know about objects in Freeport) Why keep zone information in memory when no one is anywhere near that zone? Remember even a simple check of who is where is just one more checkpoint in the core game loop. Even with event versus tick driven game logic it is easier to shift zone information to other systems when not in use and let a different processor handle the low priotity checks. With memory de-duplication host 33 instances of ZONE A requires only 1 base map of ZONE A and then 33 deltas.

    Three: In experiementing with procedural game world development I have found that single systems are not practical when having to dynamically create new content.

    Example:

    I created a 400 x 400 unit map. When I get within 20 units of a border I generate another 10 units in front of my current direction. During that time, on a single server setup I am running out of resources even on a Core 2 with 4GB of RAM. With just me. Now admittedly that is very crude but I found it easier to have a secondary computer handle generating new content then copying the map information over. Even better, when maintaininng multiple maps (simulating multiple shards) I could generate new map content for BOTH maps on the secondary computer with much better results by using the input from both "shards" as salt information and preventing redundant map cells from entering the queue for generation. (In short MAP A is already generating zones x,y, and z so just copy x, y, and reset z as they overlap and give me a, b, and z for MAP B).

    Weather simulation is handled on the laptop. I generates a week's worth of weather then dumps it into a proceess queue to simulate the weather. As the maps are dynamically generated, the weather patterns have to be updated as new content is added. If zones are identical I can just hold the primary weather map and just maintain deltas in memory. Trying to do that with all of the map information would take at least 60GB of RAM with 5 shards without using deltas.

    By segmenting the zones and using deltas between systems not only is more efficent memory wise BUT FOR GODS SAKE IF THE SERVER DIES I'M ONLY OUT 1 ZONE NOT THE WHOLE WORLD.

    There is too much to gain by using discrete specialized servers as well as zone specific servers. If you are hauling dirt you use a dump truck, picking up the kids at school, and SUV. You can haul kids in a dump truck and you can haul dirt in an SUV, but they are optimal for certain workloads an inefficent at others. Generalized servers are not the way to go IMHO.

    (Global)
    Database Server
    Application Servers for Batch Activity
    Specialized Servers for Instances with MAXINSTANCECOUNT=X with load balancing between Y servers

    (Per Shard)
    World Servers cluster with dynamic region balancing with n-1 servers in the cluster.

    --
    -=[ Who Is John Galt? ]=-