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.
http://www.microsoft.com/casestudies/casestudy.aspx?casestudyid=4000002990 Just FYI
This is a computational problem that the major game studies are hopelessly under prepared to solve.
Mostly they hire people who get degrees in game design that include very little in the way of computer science. This is actually a fairly difficult problem to solve.
The fundamental design flaw they all have is that servers represent space in the game, it's a flawed assumption about the best model to use.
The question of scale for an MMO applies to more than just the ability of the servers to host an increasing number of simultaneous players in a single virtual world. It's also about gameplay, and the MMO paradox: the more massive the world, the less important each player. I would argue that one of the factors in WoW's enduring success is that Blizzard knew when to add new servers not purely for performance reasons, but also to keep the number of players in any particular server at a particular sweet spot.
Too few players and there's no sense of a living, persistent world; too many players and that world is stifling and uninviting.
Actually, it will be interesting to see how things play out with Sony's MAG -- an action game that sits somewhere between classic multiplayer and MMO scale.
Your mind is clear / The things that you fear / Will fade with how much you / Believe what you hear
...manages to run a single world instance - it does raytraced graphics in real time, the fees aren't too bad but I'm not sure how to respawn.
We designed a "peer-to-peer" MMO many years ago, although I have to say we didn't implement it and the devil is definitely in the implementation. Anyway, you can read the design docs here. After it was clear we weren't going to write it, I published the docs just to give a priority date (1998) to invalidate any stupid patents ...
Rich.
libguestfs - tools for accessing and modifying virtual machine disk images