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Towards public server MMOs
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Source Network and System Support for Games archive
Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games table of contents
Singapore
SESSION: Scalability in MMOGs table of contents
Article No. 3  
Year of Publication: 2006
ISBN:1-59593-589-4
Authors
Chris Chambers  Portland State University
Wu-chang Feng  Portland State University
Wu-chi Feng  Portland State University
Sponsor
SIGCOMM: ACM Special Interest Group on Data Communication
Publisher
ACM  New York, NY, USA
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ABSTRACT

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.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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C. Ondrejka, "People Powered Places: Second Life, Saving Games, and 6 Missing Pieces," in Microsoft Research Tech Talk, August 2005.
 
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Collaborative Colleagues:
Chris Chambers: colleagues
Wu-chang Feng: colleagues
Wu-chi Feng: colleagues