Towards public server MMOs

  • Authors:
  • Chris Chambers;Wu-chang Feng;Wu-chi Feng

  • Affiliations:
  • Portland State University;Portland State University;Portland State University

  • Venue:
  • NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
  • Year:
  • 2006

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Abstract

While massively multiplayer on-line games (MMOs) are enormously popular, their use of the client-server architecture causes them to suffer from scalability issues and high maintenance costs. In contrast, the public server architecture employed by most first-person shooter (FPS) games scales more easily by relying on user-supplied hosting and user-generated content, but lacks persistence between servers that is required in the MMO genre. This paper examines an architecture that leverages the resources of the public server approach to support a scalable, persistent MMO.