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Scalability Of MMORPG System

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The need for more simultaneous users in the same zone increases ... cyberlife vs reallife. References. http://www.zeroc.com. http://www.wish.com ... – PowerPoint PPT presentation

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Title: Scalability Of MMORPG System


1
Scalability Of MMORPG System
  • 2003.11.19
  • Taeho kim
  • thkim_at_cosmos.kaist.ac.kr

2
Content
  • Motivation
  • Problem Definition
  • Approach
  • Reference

3
Motivation
  • The need for more simultaneous users in the same
    zone increases
  • Current of max simultaneous users is about 5000
    users per a zone
  • How about One city (country) on a zone or
    20,00050,000 per a zone

4
Problem Definition
  • Is It possible that a system can support
    20,00050,000 on a zone in Massive multiple
    online game

5
Approach
  • Current Structure Zone (support 5,000)
  • Compare Lineage vs Wish
  • Contact with system engineers on Lineage, ultima
    online and Wish interview, email

6
Zone Structure
User
Zone2
Zone1
Charater1
Charater2
Charater3
Charater1
Charater2
Charater3
7
Remark
  • Contact point to Lineage(Ncsoft)
  • Possible if some bottlenecks or problems on
    current system are solved
  • If possible, the game will be a new cyberworld
  • - new jobs (game admin, game master)
  • - cyber money vs real money
  • - cyber relation vs real relation
  • - war game (military simulation)
  • - cyberlife vs reallife

8
References
  • http//www.zeroc.com
  • http//www.wish.com
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