The effect of latency and network limitations on MMORPGs: a field study of everquest2

  • Authors:
  • Tobias Fritsch;Hartmut Ritter;Jochen Schiller

  • Affiliations:
  • Freie Universität Berlin, Takustrasse, Berlin;Freie Universität Berlin, Takustrasse, Berlin;Freie Universität Berlin, Takustrasse, Berlin

  • Venue:
  • NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
  • Year:
  • 2005

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Abstract

Networked games are becoming more and more important in the last years. One of the current game evolutions is creating massive virtual environments, so called MMORPGs (massive multiplayer online role-playing games). Those game types exist for more than 10 years, but the market and the number of products grew incredibly strong in the last two years.With such an evolution comes the need for new techniques to cope with special problem fields such as effects of latency with 200 and more players. Thus understanding and pointing out the new problem fields will help to design fitting solutions for expansions like a mobile MMORPG version.This paper will give a brief introduction into the MMORPG history. Furthermore it will evaluate certain latency problems in a field study of Everquest2, referring to the previous work at "Overviewing Scientific Research for (Mobile) Gaming" and point out possibilities to design MMO(RP)Gs in a mobile content.