Public Server MMOs - PowerPoint PPT Presentation

1 / 19
About This Presentation
Title:

Public Server MMOs

Description:

Persistent world. Success stories. Lineage. World of Warcraft. MMO. MMO problems. Huge scalability issues ... Re-minting all items in the world: # of items vs. time ... – PowerPoint PPT presentation

Number of Views:113
Avg rating:3.0/5.0
Slides: 20
Provided by: sysl
Category:
Tags: mmos | of | public | server | warcraft | world

less

Transcript and Presenter's Notes

Title: Public Server MMOs


1
Public Server MMOs
2
Public Server MMO
  • Whats an MMO?
  • Massively Multiplayer Online game
  • Persistent world
  • Success stories
  • Lineage
  • World of Warcraft

3
MMO
  • MMO problems
  • Huge scalability issues
  • Hosting costs 20 of subscription revenue
  • Support costs 20 of subscription revenue
  • Content costs Unknown but surely large
  • Those are for successful MMOs
  • Unsuccessful ones have the cost of failure

4
Public Server
  • Whats a public server game?
  • Game company distributes the server code
  • Users host the machines themselves
  • Users can modify the server
  • Examples
  • Half-life, Counter-Strike, Doom
  • Neverwinter Nights
  • Benefits
  • User hosting resources are extremely plentiful!
  • User content creation extremely plentiful
  • Drawback
  • No subscription model
  • No persistent world

5
Public Server resources are plentiful
70 of all servers are empty
CDF of fullness of Counter-strike servers
6
Public Server content is plentiful
7
Our Goal Public Server MMO
  • Decrease hosting and support costs by not hosting
    gameplay
  • Decrease development costs by allowing
    user-generated content
  • Allow for a persistent world with public servers

8
Basic Architecture
  • Public Servers host game play
  • Publisher hosts authentication, billing, loot
    server
  • Users store persistent data themselves
  • Key challenges
  • Authentication
  • Persistent Content across public servers
  • Trading Items

9
Public Server MMO Participants
Loot
Publisher
Public Server
Client
10
Authentication keys
  • Clients must be able to authenticate themselves
    to loot server, public servers
  • Cli_key_pub, Cli_key_priv
  • Clients keep private key
  • Loot server must be able to sign loot, as
    authentic
  • Loot_key_pub, Loot_key_priv
  • Loot server keeps private key
  • Loot server must be able to bind loot to specific
    players
  • Bindi_key_pub , Bindi_key_priv
  • Loot server keeps private keys

11
Challenge Persistent Content
  • Content creation
  • Loot is designed by community and approved by
    publisher
  • Loot is issued according to authenticated
    player-minutes to servers
  • Servers distribute loot according to game-play
  • Content security
  • Loot is signed to a player and signed to the loot
    server
  • Public servers and other players check a piece of
    loot by checking signatures
  • Loot can be stored at the clients
  • Caveat loot cannot be traded from players

12
Challenge Authenticated Time
  • How are player minutes authenticated?
  • Public servers want minutes
  • Players want minutes
  • Use a periodic Reverse Turing test that fits in
    with game-play as a mini-game
  • Finding objects in a scene
  • Identifying human faces

13
Challenge Trading Items
  • We would like to relax the loot cannot be
    traded restriction for game-play purposes
  • We dont want to allow item duping
  • We dont want to keep an item revocation list
  • Solution periodic trading window
  • Publisher coordinates a player-wide swap meet or
    auction
  • During auction, each players goods are re-issued
  • Old items are invalidated by changing
    Loot_key_pub, Loot_key_priv

14
Trading Illustration
Mint
Player 2
Player 1
Submit items to mint
15
Trading Illustration
Mint
Player 2
Player 1
Receive new items
16
Quantifiable elements
  • Re-minting all items in the world of items vs.
    time
  • Generating / verifying CAPTCHAs of captchas
    vs. time

17
Conclusion
18
scratch
  • How can we prevent servers from giving players
    loot for doing nothing
  • We dont!
  • We do require players to be present at the keys,
    and we assume they will gravitate towards
    compelling content
  • Bootstrapping why go to a new server?
  • Trickle some loot to a server just for being up

19
A
A
P
A
Server
Game
E
E
Write a Comment
User Comments (0)
About PowerShow.com