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Ultimate Game Design : Building game worlds

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<strong>Building</strong> <strong>Game</strong> Worlds<br />

194<br />

U L T I M A T E G A M E D E S I G N<br />

MMOG CONSTRUCTION<br />

FACTORS AND SOLUTIONS<br />

We’ve now seen some of the production challenges that accompany MMOGs. What<br />

further considerations and possible solutions are there? In the following sections,<br />

we’ll take a look at some of the specific considerations for building MMOGs. Each of<br />

these considerations is important for the design focus of an MMOG. In all of <strong>game</strong><br />

development, but especially in MMOG creation, technical limitations play a large<br />

role in determining design orientation. If the technology support structure for <strong>game</strong><br />

development were as wide open as our imaginations, there would be little need to<br />

consider these in any detail. However, this is clearly not the case. Technology parameters<br />

regularly forcefully shape design specifics.<br />

General MMOG Structures<br />

If we consider the structure of an MMOG, what do we find? We know that we want<br />

hundreds or maybe even thousands of players connected together inside each instance<br />

of our <strong>game</strong> world as it lives on each <strong>game</strong> server. We know that players will<br />

load the <strong>game</strong> on their PCs and become <strong>game</strong> clients, and then, via an ISP (Internet<br />

service provider) connection and a network cloud (what’s between the ISP and the<br />

<strong>game</strong> server via the Internet), they can exchange data via a <strong>game</strong> server. Figure 8-1<br />

represents this idea graphically.<br />

You can see from Figure 8-1 that there are network cloud and ISP dependencies<br />

that the transfer or flow of the <strong>game</strong> data will encounter. As <strong>game</strong> data travels from<br />

the player’s machine (the client) through its pathway to the <strong>game</strong> server, that data is<br />

acknowledged and acted on by the <strong>game</strong> server as input and sent back to the player’s<br />

machine. Although this physical process is fairly rapid, for a real-time <strong>game</strong>, considerable<br />

amounts of time are being spent on data travel. This scenario creates one of the<br />

biggest problems for MMOG design, commonly called latency. Figure 8-2 illustrates<br />

how making router-to-router jumps within a network cloud as data travels back and<br />

forth to the player’s client machine contributes to latency. We’ll talk more about exactly<br />

why this is such a problem in the “Latency” section, later in this chapter.<br />

If this is a typical MMOG structure, then, from a design standpoint, we know<br />

what we have to design around or consider in our design ideas. It’s important to understand<br />

that for <strong>game</strong> event updating (like determining if a player’s projectile “hits”<br />

an enemy and performing the resulting animation and damage updates), your<br />

messaging system has to traverse this somewhat slow and convoluted highway from<br />

point A to point B and then back to point A again.

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