[MUD-Dev] Requirements for MM (was Complexities ofMMOGServers)
ceo at grexengine.com
ceo at grexengine.com
Thu Jan 2 20:27:56 CET 2003
on Mon, Dec 16, 2002 at 04:31:55PM -0800, Brian Hook wrote:
> I'll just chime in here.
> I've mentally subdivided multiplayer into (unfortunately)
> different "M" classes, differentiated relative order of magnitude:
> 1 player = single player
> 1-10 players = minorly player
> 11-100 players = moderately multiplayer
> 100+ players = majorly multiplayer
> 1000+ players = massively multiplayer
>
Howabout: (number refer to numbers of people simultneously playing
in a shared copy of the game)
1 = single-player
1-30 = single-arena
30-2000 = internet multiplayer
2000+ = massively mutiplayer
...based on the nature of the games:
- 1-30 player games take place in restricted small gaming arenas /
dungeons / fields / etc
- 30-2000 player games are the smallest that *require* the
internet to be played effectively
- 2000 players causes many headaches - what works for an
internet-multiplayer game generally doesn't scale beyond (or as
far as) 2000 simultaneous players - neither in technology,
hardware, customer-support, content nor gameplay.
30-2000 is a good chunk if you don't have any need to constantly
differentiate e.g. popular MUDs from semi-popular ones. AFAICS, the
gameplay is much more homogeneous between different MUDs (and with
the few arcade-style internet multiplayer games around than it is
with singe-arena (e.g. Quake) games, or MM games.
I'd prefer in an ideal world to say 30+ players was the limit,
because the main reasons for specifying the 2000+ limit are
implementation issues, and their indirect effect on the end gameplay
- but the issues are so staggeringly important, and have such a huge
effect by the way they change in the 1000-5000 border, that I
(personally, given where my career lies) have to make the
distinction, and find it useful.
Adam M
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