[MUD-Dev] Complexities of MMOG Servers WAS Retention Without Addiction

shren shren at io.com
Thu Dec 12 00:10:24 CET 2002


On Wed, 11 Dec 2002, bradley newton haug wrote:
> Amanda Walker wrote:
 
>> True.  But anyone trying to implement an MMOG server on a single
>> machine is also asking for trouble, and this is where a lot of
>> implementations fall down, sometimes spectacularly.  A
>> distributed implementation is much, much more complex--and it's
>> an area where even experienced programmers may well be "wet
>> behind the ears".

> While not disagreeing that idiots will mess anything up, with
> remoting (com+ and .NET, corba, pickyerpoison) and modern
> languages it's possible to write apps that run the same way no
> matter how many machines they are spread over.  While this sounds
> like an oversimplification, it's not, my server can be spread by
> threads or instanced objects over any number of machines or
> processors, and it requires about one extra line for every 20
> (there's some initial setup but a snap after that).  Course I've
> been doing client/server a long time, but still, I guess I find it
> hard to believe a bunch of engineers paid to sit around and figure
> out a solution at a place like Blizzard can't reach a decent one.
> Of course the last statement probably shows me to be incredibly
> stupid and naive.

It doesn't suprise me at all.  After all, most computer game
programmers are specialists at what they do - and before the MMORPG
came along, they only needed the most basic of networking code.
They don't instantly become masters of a new field as soon as they
need it, and even if they bring in new blood, teams arn't built
overnight.


_______________________________________________
MUD-Dev mailing list
MUD-Dev at kanga.nu
https://www.kanga.nu/lists/listinfo/mud-dev



More information about the mud-dev-archive mailing list