Blizzard Offers Look Inside WoW At GDC
Yesterday morning at GDC Austin, Blizzard's J. Allen Brack and Frank Pearce took to the stage to finally give a peek inside the inner workings of World of Warcraft. Tipping the scales at around 4,600 people utilizing 20,000 computer systems and 1.3 petabytes of storage, Blizzard has created a raging behemoth. The Online Network services group alone has "data centers from Texas to Seoul, and monitor over 13,250 server blades, 75,000 cpu cores, and 112.5 terabytes of blade RAM. [Pearce] points out the picture of the GNOC (Global Network Operations Center) in their slideshow, a data core that even has televisions tuned to the weather stations. They use those to ensure that conditions of the data center are up to their standards; with only a staff of 68 people they ensure connectivity across the globe for the numerous WoW servers."
Massive online game requires massive ammount of servers, bandwidth and people to maintain.....
oogly boogly!
Let's say they have 10 million active subscribers world wide and that each of them pays $12 a month. Wouldn't you expect that sort of protection and insane support on something generating $120 million in revenue for you a month? I would. I wouldn't be surprised if there's a whole lot more to it that we don't know about and never will.
My work here is dung.
...that WoW servers are guarded and maintained better than DoD networks?
I have a bad feeling about this...
Additional instances cannot be launched.
with only a staff of 68 people
How does it take 68 people to monitor that few servers, and most of them BLADES?!? The writers have apparently never worked in a large network environment (not that I'd expect that they would have, being writers and all). But seriously... that's not really that many servers for a large online service, it really shouldn't take that much work to keep it all running unless it's horribly designed.
Eh well, if they have the cash flow to retain that many warm bags of mostly water, more power to them.
The programming department currently consists of 32 people, and envelopes systems, tools, gameplay, server technologies, and UI.
I know adding more developers can slow down production in the short term, but 5 years on I would think they would have been able to scale their programming staff up a bit more by now. New ui elements (gear manager, quest helper, even voice chat) have tended to be late and light on features, so thats one area I would think could benifit from more bodies in the future.
Apparently the programmer's boss is also a programmer, the artists boss an artist and they are expected to work together. So so SOOOO much better than the bureaucrats most of us get stuck with.
I wonder what those two guys are like. I'm pretty sure they must be nerds of EPIC proportions. And I don't mean that in a mean way, I'm just sayin....
How it REALLY happens behind closed doors:
http://ctrlaltdel-online.com/comic.php?d=20090916
a data core that even has televisions tuned to the weather stations.
That the night shift promptly changes to Family Guy at 8 PM when everyone else goes home.