Action specific Massive Multiplayer Online Role Playing Games traffic analysis: case study of World of Warcraft

  • Authors:
  • Mirko Suznjevic;Maja Matijasevic;Ognjen Dobrijevic

  • Affiliations:
  • University of Zagreb, Zagreb, Croatia;University of Zagreb, Zagreb, Croatia;University of Zagreb, Zagreb, Croatia

  • Venue:
  • Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
  • Year:
  • 2008

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Abstract

In Massive Multiplayer Online Role Playing Games (MMORPGs) players can perform various actions in the virtual world. We try to answer the question how is generated network traffic, and to what extent, dependent of the action that player performs and overall context/situation in the virtual world. We have divided action types in four major categories: questing, trading, raiding, and player versus player (PvP) combat. We have carried out action-specific measurements of the network traffic for the World of Warcraft (WoW) game and gathered 1.28 GB of data on which the analysis was performed. The traffic analysis included network bandwidth usage, packet payload size, percentage of data packets in the total traffic, packet rate, and packet interarrival and interdeparture times. While the category of PvP combat has highest overall demands on the client side traffic, raiding imposes highest demands on the server side. Trading showed lowest demands on the both sides in almost all categories of the analysis.