Sicne BBB asked for it, I looked it up. here’s my 10 answers to Gordon’s (IMO in some cases naive) 'reasons":
JEFF’S 10 Answers to Gordons 10 Reasons not to do a Massively Multiplayer Game:
#10. Too many are being built. Walton compared the current crop of in-development games to the “RTS frenzy” of a few years ago. It’s a fine genre, but there are just too many in development.
Answer. This is like saying there are too many single player games. The category is huge. There are too many almost IDENTICAL online RPGS being built. That I agree with, but thats a tiny tiny slice of the potential market.
We are seeing so much “me too-ism” mostly because of the difficutly of building good scalable games today. There is a (actually pretty lousy) existing model of a scalable RPG in EQ and everyones basically tryign to copy that one model for fear of failure if they try something new.
As in ANY place in the game industry if you stick to the safe ground you will be in with lots of competiotrs. If you go new places and do new things there are a wealth of new opportunities. As for their difficulty, well thats what we are solving with the Sim Server.
This actually becomes a reason TO do Massively Multiplayer games-- unlike the platform game market there are all kinds of well known genres that havent
even been touched yet. Break out into a new area and you will have 0 competition.
#9. The craft requires mastery of too many disciplines. These include managing a huge team of dozens of people, customer service, community relations, network operations, billing, marketing, and communication and service coherency. Most MMOGs fail in at least two of these crucial areas, Walton supposed.
The answer to this is simply not to try to do it all. A technology like the Sim Server allows non networking or parallel processing savvy engineers to be fully competant massively scalable server programmers. It “knows about” databases and multi-processing and such so the game programmer deosnt have to.
Simialrly rather then trying to do all your own customer service, there are well known (by the rest of the computer industry) third party solutions you can engage.
HOWEVER the Sim Server helps here too. It provides a common back end administration interface to many games at once. It also shares the laod across those games. The result is that one operations center, and thus a single operations center team, can handle ALL the back end administration functions for a whole raft of games.
This makes the epicenter/hosting model a good model for both developers and hosting centers and offloads that responsabiltyifrom the developer. All the back office services, including customer support, can by handled one outsourcer for any number of games-- splitting costs between all clients and taking the load off the developer.
#8. It requires a huge time with multiple, diverse skill sets. These include client, server, database, and Web programming skills and generating gobs of content. Walton said a game that is three times bigger is at least 10 times harder to develop.
Not with the Sim Server. It handles all your persistance. It handles your scalable server design.
You, as the developer, write what appears to be event driven monothreaded code. All your sim objects automatically persist and your code gets automatically scaled out across the entire back end.
The result is deadlock proof, race proof, massively scaled code that is as easy to write as a mono-threaded app.
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