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NETGAMES
2006
ACM

Towards public server MMOs

13 years 10 months ago
Towards public server MMOs
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. Categories and Subject Descriptors C.3 [Computer Systems Organization]: Special-purpose and Application-based Systems General Terms Design Keywords Online games, MMO
Chris Chambers, Wu-chang Feng, Wu-chi Feng
Added 14 Jun 2010
Updated 14 Jun 2010
Type Conference
Year 2006
Where NETGAMES
Authors Chris Chambers, Wu-chang Feng, Wu-chi Feng
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