mmorpgs in the cloud

you’ll need a completely decentralized basis for this game, so that it can’t be coralled.

Some problems faced by MMORPGs:

  • · Geographic Location: Shards present in a particular geo-location will service gamers logging in from that locale only. The maximum gaming speed is decided by the slowest band-width connection. So a person logging in from a different geometric location can reduce the speed of gameplay massively.
  • · On-Demand Gameplay: The pay-as-you-play model that most MMORPG’s run on enables the user to request resources at time of his/her choice. This coupled with a non-on-demand scalable architecture at the back end will cause a huge maintenance overhead. Systems will have to be maintained to support the peak load, resulting in huge quantities of unused computing power.
  • · Maintenance issues: Maintaining huge datacenters spread all over the world is a huge burden in terms of the effort required to support such complicated hardware, lack of skilled manpower, and the difficulties of managing such an operation to service complicated and unpredictable user behavior.

How Cloud Computing can help:

  1. Cloud vendor takes care of SLA Management
  2. Shifting to the cloud will lift the burden of support and maintenance of Datacenters from the shoulders of the game provider. SLA’s provided by the Cloud Vendors (Amazon EC2’s service-level agreement promises 99.5% service uptime.) will enable Game Development companies to focus on actual game development and R&D.
  3. Deployment of new DataCenters
  4. Shifting onto the cloud will drastically reduce the CAPEX expenditure and the logistics involved in setting up a new DataCenter. This burden now moves onto the cloud vendor.
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About jeanne

artist, grandma, alien

Posted on November 29, 2011, in game, research. Bookmark the permalink. Leave a comment.

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