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This paper explores the integration of distributed systems to enhance the performance of massively multiplayer online games (MMOs). With the MMO industry generating $28 billion, the need for increased scalability, accessibility, and fault tolerance is paramount. The existing systems can support a limited number of simultaneous players, but distributed systems can segment the environment across multiple nodes, thereby reducing latency and maintaining a central redundant database. This methodology aims to improve user experience without increasing costs or response times.
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Distributed Systems and the WWW Extending the Capability of Massively Multiplayer Online Games by Introducing Distributed Systems as World Servers Jason Berry // CPSC 550 // Spring 2005
Contents • Introduction • Current System • Objectives • Solution • Methodology • Summary
Massively Multiplayer Online Games • $28 Billion Dollar Industry • Interactive Industry at the forefront of many significant innovations in Media • Can support a large number of players but not simultaneously. Generally up to 100,000 max.Some have 450,000+ subscribers.
Objectives • Increase scalability • Increase accessibility • Increase Fault tolerance • Do all of this without increasing price or latency.
Methodology • Segment Environment across multiple nodes • Allow access to each node separately • Maintain a Central redundant database • Control reads & writes
Summary • MMOs need increased scalability and flexibility to cater to a larger quantity of simultaneous users • Distribute process load across multiple machines • Add multiple access points to reduce client latency