New Technologies Attack the One-World Problem 157
Hugh Pickens writes "An MIT Technology Review article has new details on the challenges of a 'one world design' in Massively Multiplayer Online Games. Most games shard their servers, putting up artificial barriers between friends and family members. Technologies are now being developed to keep lots of players within a single world, some of them based off of the unique PvP-heavy title EVE Online. The best part - the technologies don't just apply to gaming. 'NASDAQ, for example, can be thought of as a very large MMO, supporting very large numbers of 'players' performing billions of transactions daily in a graphically intense environment, all within a single shard. Technologies that solve this problem effectively, says George Dolbier, technical lead for games and interactive entertainment at IBM, will have applications in any industry that requires spotting and reacting to trends, or "anything where behavior is dynamic and you need to move resources around rapidly."'"
One world MMO? (Score:2, Interesting)
First, can a server even handle 2 million simultaneous logins? I bet they could do something, but it would cost a LOT more than splitting them up into managable chunks.
Second, the game world would have to be enormous in order to give people enough room to move around and do their own thing. Just imagine hunting a single boss, 300 people at the same time trying to kill one monster... it'd make me quit.
Now, the game dynamic would have to be changed and yes, that is possible. But at this point in time, I don't think it's physically feasible to run a virtual world the size something like this would have to be in order to fit everyone in at the same time. Zones lag enough as it is. And updating every user's stats? Unless we all have 1000mbit internet connections, I don't think we even have enough bandwidth. And the travel time in-game for that kind of world? You better give everyone instant teleport to any destination or nobody's going to want to move around...
Obligatory Second Life Comment (Score:5, Interesting)
Re:No shit, sherlock (Score:3, Interesting)
Hell no! Think about what a NASDAQ MMO would be like! I'd buy a bunch of shares in a company with foreign holdings, and then order the third-world factories not to use the regular safety precautions, monitor them, and then sell all my shares when there's an accident before the news hits the market! That would be both graphic *and* intense. I don't think the interface would take much from that experience.
Of course, someone's probably already done that...
Re:Guild Wars has had "one world" for 2+ years (Score:5, Interesting)
GW doesn't allow a thousand players to engage in an epic battle across miles of terrain. Let alone a hundred thousand or a million. You get split into identical but differently numbered shards and yes, you can move between them, but if a bunch of people want to meet up and have that huge, epic, battle, it's not possible in GW.
I don't even want to think what the bandwidth requirements per CLIENT would be in a epic battle on the scale of D-Day or something similar with thousands of players moving and performing actions simultaneously.
Let's imagine each client uploads 5kb/sec of action data to the server. If there were 1000 players in the battle doing this simultaneously then each client would need to download 999*5kb/sec of data to say updated in the battle. So, close to 5 megabytes per second. I.E. you'd need to have a 40 megabit internet connection running at it's full capacity and with a good ping time to be able to even stay current with the battle.
Just drop it down to 1k/sec. You'd still need an 8mb connection running at full capacity.
This is why epic, world-sized battles aren't a reality in MMOs. GW cannot do this.
Re:Guild Wars has had "one world" for 2+ years (Score:3, Interesting)
Is the article linked to about creating 1000-man battles? Because server load would be far from the only issue. Exactly right when you say bandwith requirements. There's also the issue of RAM. Even loading into an area with 1000 engaged combatants would take FOREVER on anything other than the beastliest of computer systems.
Fixes one problem but makes more (Score:3, Interesting)
I'm not saying that the problem can't be fixed, but it is something that would be hard, if not impossible, to fix in an existing large MMORPG without causing lots of trouble for the users.
Re:Gamers Changing the world... (Score:4, Interesting)
As a teenager I spent many, many hours in front of a computer playing games.
Since then, I have never been afraid of computer technology. I am not despaired when challenged by a technical problem, I embrace it. I have always been drawn to learning and becoming better. I am better at problem solving, deciphering UI's and reacting quickly when a crisis arises. These days, as a hobby, I program computer games, which keeps my mind sharp and the logic ticking. Yes, I attribute a great deal of my professional skills, and in fact, my computer mentality, to video games.
You know, I might just say that playing computer games was a better learning experience than playing high school sports.
Other applications as well ... (Score:3, Interesting)
Like, say
Re:You're confused... (Score:3, Interesting)
This became popular when the first big MMO (Ultima Online) came onto the scene. In an intro movie of UO, you have some kind of evil wizard casting a spell to destroy the universe/take over the world (I don't remember exactly, it's been a while). Eventually the world gets.. encapsulated by some magic crystal ball that he had. Then came along the mysterious avatar to battle this villan, which during the course of the fight, the crystal ball falls over and shatters.
turns out that the destruction of the crystal ball did not destroy the world/universe/whatever, but instead ended up creating 'reflections' of the world identical to the original. So now all the broken shards of the crystal ball contain a variant of the original world, which brings the avatar to start a new quest: how to bring the shards back together. (it looks like the devs at UO never got to this part :-P)
Problem is... (Score:2, Interesting)
Re:Gamers Changing the world... (Score:4, Interesting)
I'm sorta curious where you got your numbers. From what I could find with a quick search Nasdaq handles about 550,000 trades per day total. Granted that covers over a billion shares moved each day, but the number of transactions seems to be about one third of EVE Online. On top that the trades seem to be between 5,500 or so listings, moved by 7000+ brokers. That would seem to be easier to streamline than the actions of 30,000 players interacting with however many tens of thousands of EVE environmental items there are. http://h20223.www2.hp.com/NonStopComputing/downloads/Nasdaq.pdf [hp.com]
Re:Gamers Changing the world... (Score:3, Interesting)