The Problem of Shards, Servers, and Queues In MMOs
An editorial at GamesIndustry takes a look at a couple of problems many MMOs have failed to solve as the genre has evolved over the last decade: log-in queues and a split player base. The most recent example is Aion, which launched in Europe and North America a few weeks ago. Players on some of the game's servers had to deal with lengthy queues until enough people left the starting areas and spread throughout the game. To NCSoft's credit, the queues are mostly gone already, and it wasn't simply launching with too few servers that was the problem (nor was simply launching more servers a perfect solution, as Warhammer proved). In fact, several servers had no queues at all, but many players had set their sights on the more popular ones — a problem facing other MMOs as well. At this point, it becomes a matter of programming — how can the developers for these MMOs build the networking aspect of the game such that more hardware can easily be allocated when it's needed, and also make it easier for people to play together without the restriction of different shards or servers? EVE Online has done well with a single game universe, but it's not clear how far that model can scale upwards.
Champions Online has also launched with a single world architecture. Each zone has multiple instances, dividing the population in dozens of copies of each region, across which players can freely move if they wish to do so. Zones with friends, supergroup (guild members), and party members have priority, of course. These instances CAN fill, but if they do--just get your friends and all go to a new one.
Heh, no. I'm an MMOG server programmer, and I know a fair number of others, and a lot of us have backgrounds in distributed computing, with plenty spending time in academia before being lured into games. That game companies mostly hire people with game design degrees is a falsehood propagated by the institutions that offer those degrees. For one thing, there simply aren't enough people going through those schools to feed the industry's need for fresh meat; for another, the quality of programmers fresh out of any school is generally insufficient.
As for fundamental design flaws... eh. I've heard plenty of that kind of talk from (for example) Project Darkstar; it's easy to say that, it's a lot harder to actually do the research to understand all the options and the inherent flaws in each. Interestingly, even EVE Online - lauded for its one-world approach - uses geographic decomposition too, and it works just fine most of the time (and now they've got a system for dedicating special hardware to the corner cases).
--Matthew