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Online Gaming (for virtual living)
Online Gaming (for virtual living)
• Objectives
– Understand the business related to online gaming works
– Realise how online games are managed
– Have an understanding of MMOs, their usage and their technical workings
Problem
• A pressing problem is that of incorporating ever more
elaborate gaming scenarios into virtual worlds while ensuring
player numbers can be measured in the millions.
– This problem reaches across a number of research areas in computing science
and has already received attention from the research community in its own
right
Industry
• Games are commonly termed Massively Multiplayer Online
Role-Playing Games (MMORPGs), which is usually shortened
to MMOs
• Vendors generate revenue from such gaming environments by
regular financial subscriptions made by players and/or from
the value of virtual world artefacts.
– virtual land sales, percentage take from the inter-player trading of virtual
world artefacts, sale of additional vendor created virtual world storylines and
artefacts
• Fundamental to measuring the financial success of such
games is the number of players actively participating
– the more players there are the higher the financial rewards for a vendor
Business
• World of Warcraft has boasted over 10 million subscriptions at
its peak (subscriptions are typically $14 per month)
• The budget for bringing such games to market may be in
excess of $10 million,with some placing the figure closer to
$50 million
• Once an online game is up and running the maintenance costs
may require total investment, including start-up, of close to
$500 million to contemplate competing as a market leader.
– These are the figures commonly discussed as of 2008; in years to come one
may assume that vendors of such games discuss investment of in excess of $1
billion
Risk
• Failure is not acceptable….
– An inability to attract sufficient player numbers leaves such gaming
environments unprofitable and ultimately a wasted business venture.
• Expertise to bring to market
– Graphics, simulation, sound, acting, and all the usual stuff BUT also requires
expertise in server side scalability, distributed systems, networking....
• As the number of participating players is an indication of
financial success, a pressing research problem is the need to
provide scalable solutions for MMOs
– One may assume that scalability has been achieved as no new players are ever
turned away from a commercial MMO
– However, scalability should be measured not only by how many players can
log into a virtual world, but how many players can interact with each other at
any one point in time and what level of interaction is afforded
City of Heroes (character generation)
City of Heroes (action)
World of Warcraft
Second Life
Second Life (is it better than first life?)
Runescape (younger audience)
Target Audiences…..
Financial Models
• Persistent virtual world implementations are server based,
allowing vendors to regulate the provision of ever evolving
alternate realities to maintain player interest and, most
importantly, restrict participation to subscribed players.
– pay-per-play (often the client program is free, or sold for a small one off
payment, with subscriptions required to allow players to participate)
– artefact sales (participants trade artefacts with commission gained on sales)
– client extensions (client side extensions are sold that allow access to
additional virtual world areas/storylines) (e.g., [53] [54]); land sales (areas of
the virtual world are sold to participants)
Scalability
• To satisfy the demand for processing resources, clusters of
servers are employed to cumulatively maintain game state
and manage player interactions.
• The additional processing resources required to support an
increase in player numbers is satisfied via the addition of
servers to a cluster.
• This approach to server cluster configuration will be familiar
to any developer working with scalable service solutions
found in almost all Internet applications
– utilise a collection of geographically co-located nodes organised into a cluster
– such nodes are standard computers in their own right, and may operate as
service providers independently of each other
Scalability (nothing special)
S1
S2
S3
C1
Application
logic tier
Data store tier
Load
balancer
(NAT)
Server cluster
technologies
C2
Load
balancer
(NAT)
Everquest Load Balancing (case study)
• A mixture of regions and duplicate worlds with each duplicate
world supporting approximately two to three thousand
players with each world divided into regions based on the
geography of the virtual world
– (the term used in the literature for duplicate worlds is shards).
• A duplicate world is itself supported by a cluster of servers,
with regions used to aid in allocating the processing requests
originated from player actions amongst such servers as and
when required.
– Due to the similarities in game play and the existence of duplicate worlds; one
may assume that all commercial approaches to implementation of distributed
player load across the application tier to be similar
Content Delivery
• Typically, a player’s console holds a sub-set of game state with
players informing each other of their actions via the exchange of
messages between consoles.
– Updates to client’s software are an additional revenue stream for a company. Such
updates are achieved by the company releasing “expansion packs” (software
updates) which the user must purchase to participate in new gaming scenarios.
– To ensure existing users may continue to participate without “expansion packs” the
company isolates new scenarios from existing content.
• Where data is streamed, not only do the events associated to an
online game have to be propagated, the content itself must be sent
to players.
– This is the case in second life where content can be generated
– This is required if you want player created content
Trading
• Players indulge in economic markets
– Grinding = real money
• Grinding is the term used for artifact accumulation via boring, repetitive tasks.
• Sales of items on real sites
– Trading via the web is common
• Real Money?
– In 2006, Anshe Chung became the first person in history to amass a (real)
fortune of over $1 million dollars from shrewd dealings in the virtual world. In
2008, Anshe Chung Studios, the company that was created and built by Chung
in a virtual world, is worth several million dollars and employers 80 employees
in a real office building.
Which Game?
Which Game?

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Online Gaming Scalability and Revenue Models

  • 1. Online Gaming (for virtual living)
  • 2. Online Gaming (for virtual living) • Objectives – Understand the business related to online gaming works – Realise how online games are managed – Have an understanding of MMOs, their usage and their technical workings
  • 3. Problem • A pressing problem is that of incorporating ever more elaborate gaming scenarios into virtual worlds while ensuring player numbers can be measured in the millions. – This problem reaches across a number of research areas in computing science and has already received attention from the research community in its own right
  • 4. Industry • Games are commonly termed Massively Multiplayer Online Role-Playing Games (MMORPGs), which is usually shortened to MMOs • Vendors generate revenue from such gaming environments by regular financial subscriptions made by players and/or from the value of virtual world artefacts. – virtual land sales, percentage take from the inter-player trading of virtual world artefacts, sale of additional vendor created virtual world storylines and artefacts • Fundamental to measuring the financial success of such games is the number of players actively participating – the more players there are the higher the financial rewards for a vendor
  • 5. Business • World of Warcraft has boasted over 10 million subscriptions at its peak (subscriptions are typically $14 per month) • The budget for bringing such games to market may be in excess of $10 million,with some placing the figure closer to $50 million • Once an online game is up and running the maintenance costs may require total investment, including start-up, of close to $500 million to contemplate competing as a market leader. – These are the figures commonly discussed as of 2008; in years to come one may assume that vendors of such games discuss investment of in excess of $1 billion
  • 6. Risk • Failure is not acceptable…. – An inability to attract sufficient player numbers leaves such gaming environments unprofitable and ultimately a wasted business venture. • Expertise to bring to market – Graphics, simulation, sound, acting, and all the usual stuff BUT also requires expertise in server side scalability, distributed systems, networking.... • As the number of participating players is an indication of financial success, a pressing research problem is the need to provide scalable solutions for MMOs – One may assume that scalability has been achieved as no new players are ever turned away from a commercial MMO – However, scalability should be measured not only by how many players can log into a virtual world, but how many players can interact with each other at any one point in time and what level of interaction is afforded
  • 7. City of Heroes (character generation)
  • 8. City of Heroes (action)
  • 11. Second Life (is it better than first life?)
  • 14. Financial Models • Persistent virtual world implementations are server based, allowing vendors to regulate the provision of ever evolving alternate realities to maintain player interest and, most importantly, restrict participation to subscribed players. – pay-per-play (often the client program is free, or sold for a small one off payment, with subscriptions required to allow players to participate) – artefact sales (participants trade artefacts with commission gained on sales) – client extensions (client side extensions are sold that allow access to additional virtual world areas/storylines) (e.g., [53] [54]); land sales (areas of the virtual world are sold to participants)
  • 15. Scalability • To satisfy the demand for processing resources, clusters of servers are employed to cumulatively maintain game state and manage player interactions. • The additional processing resources required to support an increase in player numbers is satisfied via the addition of servers to a cluster. • This approach to server cluster configuration will be familiar to any developer working with scalable service solutions found in almost all Internet applications – utilise a collection of geographically co-located nodes organised into a cluster – such nodes are standard computers in their own right, and may operate as service providers independently of each other
  • 16. Scalability (nothing special) S1 S2 S3 C1 Application logic tier Data store tier Load balancer (NAT) Server cluster technologies C2 Load balancer (NAT)
  • 17. Everquest Load Balancing (case study) • A mixture of regions and duplicate worlds with each duplicate world supporting approximately two to three thousand players with each world divided into regions based on the geography of the virtual world – (the term used in the literature for duplicate worlds is shards). • A duplicate world is itself supported by a cluster of servers, with regions used to aid in allocating the processing requests originated from player actions amongst such servers as and when required. – Due to the similarities in game play and the existence of duplicate worlds; one may assume that all commercial approaches to implementation of distributed player load across the application tier to be similar
  • 18. Content Delivery • Typically, a player’s console holds a sub-set of game state with players informing each other of their actions via the exchange of messages between consoles. – Updates to client’s software are an additional revenue stream for a company. Such updates are achieved by the company releasing “expansion packs” (software updates) which the user must purchase to participate in new gaming scenarios. – To ensure existing users may continue to participate without “expansion packs” the company isolates new scenarios from existing content. • Where data is streamed, not only do the events associated to an online game have to be propagated, the content itself must be sent to players. – This is the case in second life where content can be generated – This is required if you want player created content
  • 19. Trading • Players indulge in economic markets – Grinding = real money • Grinding is the term used for artifact accumulation via boring, repetitive tasks. • Sales of items on real sites – Trading via the web is common • Real Money? – In 2006, Anshe Chung became the first person in history to amass a (real) fortune of over $1 million dollars from shrewd dealings in the virtual world. In 2008, Anshe Chung Studios, the company that was created and built by Chung in a virtual world, is worth several million dollars and employers 80 employees in a real office building.