Oh I feel for the author. I’ve made games. I’ve made distributed web platforms. I have profound respect for modern mmo architectures because of one, nasty, “I wish this wasn’t a thing” class of data. State. Who, where, what animation, what modeled entity, is in my party, on my screen, under my axe. Synchronized playback of my swing to my party members so we all yell in excitement at the same time when the boss falls.…
> Rewind 15-20 years ago and all the folks who wanted to make a game, their first game, and they want to build an mmo. None of them succeeded. Not 1. I guess it depends on how you define success, but I would posit FOnline [1][2] as a success story. FOnline is a fan made MMO of Fallout by a single guy, using the assets of the original Fallout 1 & 2 single-player games. Having these assets and also general game mechani…
I’m talking about 10,000+ players. Where you need clusters of servers and synchronization techniques.
There have been some small multiplayer games that have tried to pass as mmo’s but without the player base in the 10k+ range, you never encounter certain classes of engineering problems.