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DiGRA
The report defines MMOG scalability as absorbing growing player demand without degrading the player experience. The required standard varies by genre, from fast-paced FPS to turn-based strategy.
Scalability in Massively Multiplayer Online Games (MMOGs) is framed here as the capacity to absorb growing player demand without degrading the player experience, a requirement that varies by genre, from fast-paced First Person Shooters to turn-based strategy. The analysis organizes scalability challenges into four interdependent areas: game simulation, communication, content distribution, and overall structural architecture. The central argument is that these concerns cannot be addressed in isolation, and that a generic MMOG infrastructure demands an integrated design.
In simulation, the work compares Client/Server models, in which server farms partition the game world or grid computing resources are pooled, with Peer-to-Peer models, in which zones are assigned to participating peers. Client/Server remains dominant in deployed MMOGs, while Peer-to-Peer approaches are constrained by load balancing, state coherence, peer unpredictability, and cheating risks. Communication scalability is addressed through deterministic simulation, interest management, and the choice between UDP and TCP combined with adaptive compression, all aimed at limiting network traffic. Content distribution is treated through caching, pre-fetching of multimedia assets, directory services, and peer-based delivery, while structural scalability emphasizes resource addition, modular design, and platform portability.
The paper's principal proposal is a peer-to-peer simulation model in which each peer computes its local game arenas, reducing centralized infrastructure costs at the price of greater complexity in maintaining consistency and persistence. Supporting techniques include movement extrapolation and interpolation, relevance-based event filtering, and a legitimizing simulation peer selected randomly and weighted by availability, a choice favored over distributed voting because voting adds traffic and delay. Content delivery is proposed as a hybrid of a central server and peer-to-peer caching and pre-fetching. The architecture is being prototyped as a general-purpose modular infrastructure, though no quantitative performance results are yet presented, with fuller design and evaluation data promised for future publication.
The Game Business · 2026