Chapter 3 Highly Interactive Scalable Online Worlds
Introduction
There are a number of commercial solutions to online gaming within which players may participate in virtual worlds that are persistent in nature. Such games are commonly termed massively multiplayer online role‐playing games (MMORPGs), which is usually shortened to MMOs. Vendors generate revenue from such gaming environments by regular financial subscriptions made by players and/or from the value of virtual world artifacts (e.g., virtual land sales, percentage taken from the interplayer trading of virtual world artifacts, sale of additional vendor‐created virtual world storylines and artifacts). Fundamental to measuring the financial success of such games is the number of players actively participating: the more players there are the higher the financial rewards for a vendor. For example, World of Warcraft has boasted over 10 million subscriptions at its peak (subscriptions are typically $14 per month) [13]. An inability to attract sufficient player numbers leaves such gaming environments unprofitable and ultimately a wasted business venture. Such a waste is significant as the budget for bringing such games to market may be in excess of $10 million [16], with some placing the figure closer to $50 million [110]. In addition, once an online game is up and running, the maintenance costs may require total investment, including startup, of close to $500 million to contemplate competing as a market leader [110]. These are the figures commonly discussed as of 2008; in years to come, one may assume that vendors of such games discuss investment of in excess of $1 billion. These games are expected to become an integral part of many individuals' leisure time. Having only been around for a decade yet attaining a significant business status, the notion of carrying out research into online gaming should be taken seriously by industrialists and academics alike.
As the number of participating players is an indication of financial success, a pressing research problem is the need to provide scalable solutions for MMOs. One may assume that scalability has been achieved as no new players are ever turned away from a commercial MMO. However, scalability should be measured not only by how many players can log into a virtual world, but how many players can interact with each other at any one point in time and what level of interaction is afforded. Presenting the most attractive gaming scenarios via rich interaction provides a competitive edge in MMOs and is one element of online worlds that players will immediately identify as desirable. This is because vendors attempt to immerse players in their online worlds. Such immersion is only achievable by the ability to afford heightened realism via a highly responsive environment together with minimal hindrance to in‐world player interaction.
There is no doubt that existing commercial solutions have achieved success and brought to market a series of excellent products. The purpose of this chapter is not to indicate that their efforts are not admirable, but to indicate that these are the first steps taken in this area and one may assume that significant improvements will be expected in the future. A subset of such improvements will be related to player interaction within a virtual world whilst maintaining scalability. As this is a fundamental challenge in creating MMOs, research efforts are still required in this area.
There are already a number of research efforts addressing scalability and interactivity in MMOs, with a number of academics contributing to ever more appropriate solutions for over 20 years. Early works do address the scalability/interactivity problem and do provide many of the techniques that modern commercial products base their solutions on. More recently works have continued to address scalability and interactivity in the context of MMOs, yet such works appear in a number of different areas of computing science (e.g., graphics, distributed systems, and parallel simulation). As such, the MMO researcher is faced with a wide variety of different approaches and possible solutions. Furthermore, there exists a large body of work conducted that is not achieved in the context of MMOs, but may provide MMO researchers with a valuable resource. In the future, researchers in other fields may recognize the significance their work may have for MMOs and tailor their solutions appropriately.
The aim of this chapter is to provide an introductory text which explores the problems of MMO scalability and to describe research efforts that may be of benefit. This is achieved by first describing the type of gaming scenarios that may occur in MMOs and relating such scenarios to classic problems so far tackled in distributed systems research. Related work is then presented that is directly or indirectly related to MMOs. A series of challenges associated to MMO scalability and interactivity is then presented that are still to be tackled successfully, posing a number of questions that reinforce the difficulty of such challenges. Finally, conclusions are presented with a brief view of what future challenges may hold for the MMO researcher.
Section snippets
Gaming Scenarios
In this section, we wish to ignore, for the moment, implementation details and concentrate on the basic model for describing gaming scenarios. We assume gaming scenarios are prolonged instances of interaction between players in a virtual world. This is not an attempt to actually determine what a game is in essence, but simply a description relating to the mechanics of interaction required to provision a gaming scenario. What defines a game in relation to human interaction is a field of study
Related Work
In this section, we describe a number of related works that have contributed to the current state of the art for large‐scale virtual worlds. The earliest works are considered first, followed by descriptions of commercial solutions. The more specific issues affecting scalability (synchronization and load balancing) are then described. At this point, the discussion of related work broadens to include those works that were not carried out in the context of virtual worlds, but tackle similar
Core Problems
There has been a large spectrum of work that is directly or indirectly related to scalable online gaming. In recent years the volume of research related to this area has increased rapidly; many papers on scalability have appeared in the annual ACM SIGCOMM workshop on network and system support for games (NetGames), an excellent resource for the latest developments in the area. Many other works have appeared sporadically in a variety of other conferences, ranging from graphics to networking.
Conclusions and Further Work
Engineering a scalable virtual world is a nontrivial task that requires a broad range of skills from different areas of computing science. Although commercial virtual worlds exist and have been successful (accounting for over $1 billion in revenue in the USA and Europe by 2006, not including Asia [87]); these worlds can become ultimately more successful. This statement is made as the research accomplished so far, although admirable, needs to expand and become inclusive of a number of fields of
Acknowledgments
The author gratefully acknowledges members of his team here at Newcastle who have contributed to research related to MMOs over the past few years: Fengyun Lu, Kier Story, Simon Parkin, and Dan Martin. Their research was funded by a number of sources, but primarily by the Engineering and Physical Sciences Research Council (EPSRC) of the UK.
References (114)
- et al.
DIVE—A platform for multiuser virtual environments
Computers & Graphics
(1993) - et al.
Locales and beacons: Efficient and precise support for large multi‐user virtual environments
- et al.
Locales: Supporting large multiuser virtual environments
IEEE Computer Graphics and Applications
(November 1997) Early MUD history
- et al.
A spatial model of interaction in large virtual environments
- et al.
Collaborative virtual environments
Communications of the ACM
(July 2001) The Games People Play
(1979)- et al.
Mercury: A scalable publish‐subscribe system for Internet games
Isis: A system for fault‐tolerant distributed computing
(1986)
The process group approach to reliable distributed computing
Communications of the ACM
Reliable Distributed Systems: Technologies, Web Services, and Applications
Reliable communication in the presence of failure
ACM Transactions on Computer Systems
World of Warcraft® Reaches New Milestone: 10 Million Subscribers
Simulation of packet communication architecture computer systems
Applying Risk Analysis to Play‐Balance RPGs
Synthetic Worlds: The Business and Culture of Online Games
Unreliable failure detectors for reliable distributed systems
Journal of the ACM
The weakest failure detector for solving consensus
Distributed snapshots: Determining global states of distributed systems
ACM Transactions on Computer Systems
Distributed simulation: A case study in design and verification of distributed programs
IEEE Transactions on Software Engineering
CyberWalk: A Web‐based distributed virtual walkthrough environment
IEEE Transactions on Multimedia
‘World of Warcraft’ battles server problems
Probabilistic clock synchronization
Atomic broadcast from simple message diffusion to Byzantine agreement
An efficient synchronization mechanism for mirrored game architectures
An efficient synchronization mechanism for mirrored game architectures
Kluwer Multimedia Tools and Applications
The Department of Defense High Level Architecture
NetEffect: A network architecture for large‐scale multi‐user virtual worlds
Dynamic microcell assignment for massively multiplayer online gaming
An example of real‐time group communication system
A framework for partitionable membership service
Newtop: A fault‐tolerant group communication protocol
Fast delivery of game events with an optimistic synchronization mechanism in massive multiplayer online games
Hundreds of impossibility results for distributed computing
Distributed Computing
Impossibility of distributed consensus with one faulty process
Journal of the ACM
The JBoss extensible server
RING: A client–server system for multi‐user virtual environments
Elections in a distributed computing system
IEEE Transactions on Computers
Notes on Database Operating Systems: An Advanced Course
A transaction model
Virtual reality tele‐conferencing: Implementation and experience
Inside MASSIVE‐3: Flexible support for data consistency and world structuring
Interactive multiuser VEs in the DIVE system
IEEE MultiMedia
DIS today [distributed interactive simulation]
Log‐based receiver‐reliable multicast for distributed interactive simulation
SIGCOMM Computer Communication Review
Scalability issues of dynamic space management for multiple‐server networked virtual environments
Cited by (6)
Computer Game Scenario Representation: A Systematic Mapping Study
2023, E-Informatica Software Engineering JournalA Peer to Peer Architecture for Optimized Energy Efficient Routing in Visual Sensor Networks
2017, Wireless Personal CommunicationsA study of process virtualization: The use of virtual worlds focused on teaching-learning
2017, Revista Brasileira de EducacaoToward Consistency of State in MMOGs Through Semantically Aware Contention Management
2015, IEEE Transactions on Emerging Topics in ComputingUnderstanding evolution of virtual worlds research: A content analytic approach
2011, User Interface Design for Virtual Environments: Challenges and Advances