anatomy of the mmo
DESCRIPTION
Presentation I gave at MIGS 2007, still relevant todayTRANSCRIPT
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© 2006 IBM Corporation
Anatomy of the MMO
High level introduction to the technology involved in an MMO
George Dolbier, CTO Games and interActive Entertainment IBM
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2 © 2006 IBM Corporation
Today’s Agenda
Who is IBM again? And who is this guy?
MMO spotting
Architectural patterns for MMOs
Guts of an MMO
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© 2006 IBM Corporation
Who is IBM again?
And who is this guy?
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4 © 2006 IBM Corporation
IBM is imbedded the gaming industrystarting with the CPUs in every game console
Souce www.nexgenwars.com 11/11/2008
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5 © 2006 IBM Corporation
IBMMicroprocessors
Systems & Storage
Middleware
People
Partners
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© 2006 IBM Corporation
MMO Spotting
Definitely Divergent History
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7 © 2006 IBM Corporation
MMOG DivergenceAn Online Game is… An Massively Multiplayer Online Game Is… Technology
Persistence
Centralized Simulation
Scale
CC Pipeline
Business
Software As a Service
Re-accruing revenue
Subscription
Economic Systems/Item Sales
Ongoing Operational Expense GameScaleAutonomyCo-OrdinationCo-OperationArbitrationEconomicsCommunication
CommunityIn Game SupportAccess to the game from outside
An Massively Multiplayer Online Game Is…A form of entertainment
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8 © 2006 IBM Corporation
Forgotten, but not lost, HistoryOn October 20 2008 Massively Multiplayer online gaming turned 30
MUD was invented in the U of Essex (that’s in the UK) Roy Trubshaw, and Richard Bartle,
Also in 1978 Alan E. Klietz wrote Scepter, which eventually became Secpter of Goth, which became quite influential
Scepter of Goth Licencees develop their own MUD, merge with Mythic and eventually launch Dark Age of Camelot
Brett Vickers was heavily influenced by Scepter when he wrote his own MUD software, Brett now is a “programmer” at Arenanet. Also inventor of NBP and EQOS
Interplay employees Tom and Suzan Zelinski, left the tortured SoG Licensee Interplay to write several MUDs and found the organization which would become Simutronics, still in business today.
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© 2006 IBM Corporation
Architectural patterns for MMOs
EnvironmentArchetypesPatterns
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10 © 2006 IBM Corporation
Every Architecture exists in an Environment
SettingIDCStudio
InteractionOperationProductionCreation
Segment
Creation: Content is created
Production: Content is transformed
Operation: Content is distributed
and operated
Interaction: Content is interacted
with
Time
Concept Launch Flight
Technology deployment timeline
Environments
Studio: Highly Collaborative Environment
where concepts are created and transformed into products. This is where the virtual world is created
IDC: Consolidated, efficient, secure
Environment where data and communications come together. This is where the virtual world runs
Setting: Home, Office, Mobile, Capability,
device, location, and connectivity that allows a game or virtual world to be interacted with
Environments
are differentiated by economic model as well as physical, technical and Human factors
Segments
are differentiated by the goals of individuals, and how those individuals relate to content
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11 © 2006 IBM Corporation
MMO Environment: The Internet DatacenterSegment
Creation: Content is created
Production: Content is transformed
Operation: Content is distributed
and operated
Interaction: Content is interacted
with
Time
Concept Launch Flight
Technology deployment timeline
EnvironmentsStudio: Highly Collaborative Environment
where concepts are created and transformed into products. This is where the virtual world is created
IDC: Consolidated, efficient, secure
Environment where data and communications come together. This is where the virtual world runs
Setting: Home, Office, Mobile, Capability,
device, location, and connectivity that allows a game or virtual world to be interacted with
Environments
are differentiated by economic model as well as physical, technical and Human factors
Segments
are differentiated by the goals of individuals, and how those individuals relate to content
Studio
ProductionCreation
Setting
Interaction
IDC
Operation
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12 © 2006 IBM Corporation
Universe
MMO Archetypes
Sharded
Hybrid
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13 © 2006 IBM Corporation
Why one v.s. the other
Sharded
Content
Business Model
Multiple Operations
Authored Content
Step Scale
Moderate latency
Universe
Content
Business Model
Single Operations
User created Content
Scale Out
Latency Tolerant
Hybrid
Content
Business Model
Mixed Operations
Instanced Content
Bi-Directional Scale
Mixed Gameplay
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© 2008 IBM Corporation
Guts of an MMO
3 Major Organ systems
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15 © 2008 IBM Corporation
More than just a single system
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16 © 2008 IBM Corporation
Massively Triumvirate Systems
Economic SupportGame
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17 © 2008 IBM Corporation
Economic Organs
Financial administration Interface
Game Interface
User Financial AccountDatabase
Account Management Website
Tax/VAT Tax processing system
Support Administration Interface
FireWall
DOS/DDOS
Account Transaction Database
Decision Support Database
Fraud Detection/Reporting System
Financial Transaction processing
Payment Processor Gateways
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18 © 2008 IBM Corporation
Support Organs
FireWall
CSR Interface
Support Interface to Financial System
In Game Support Interface
Problem Management database
Decision Support Database
External Support Website
Support Ticketing System
CRM system
Support Knowledge Base (Wiki)
Interface to bug tracking system
Interface to game/Systems & Network
Management
DOS/DDOS
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19 © 2008 IBM Corporation
Game Organs
Support Administration
Interface
Financial administration
Interface
Player behavior reporting system
Map/Object Data
Mnaagement and comms log
Player Stats
Game Website
Simulation Engine
FireWall
DOS/DDOS
Routing/load balencing
“Instance” Manager
Authentication System
Patch Server
CDN
Authentication System
Txt Chat Server
Voice Chat Server
Simulation Engine
Simulation Engine
Simulation Engine
“Instance” Manager
XBLA/PSNGW
Transaction management/caching
Transaction managementcaching
In Game Economic system
Console Network
Game Manager
Game Manager
Game Manager
Game Manager
Simulation Engine
Simulation Engine
Simulation Engine
Simulation Engine
Txt Chat Log
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20 © 2008 IBM Corporation
Simple Organism
MySQL
JabberAppache
VBBS
Flash
Joe’s Web Hosting
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© 2008 IBM Corporation
How Do I…
How Many of What?How Much will it cost up front?How much will it cost me every month?
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22 © 2008 IBM Corporation
How big?Decide 2 numbers
How many Simulation servers per shardRatio of other systems per shard
Make up 2 numbersHow many players TOTALHow many players Online at any one time (CCU)
Measure 2 numbersHow many CCU can each simulation server can manageHow much bandwidth is required for each player
Then chop it up into regions to tasteMake up one number (how many players per geography)Single Datacenter per Geo, or Sub Geographic datacenters
But Don’t Forget…
Your Mileage may vary
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23 © 2008 IBM Corporation
How much up front?
NOTHING!
But Don’t forget…Software Licensing
Down Payments
Salaries (admin and support)
Sign up fees
URLs registration
Retail Buys
Advertising Buys
Initial Install
Events
Promotional items
Contract fees
Development
IP Licensing
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24 © 2008 IBM Corporation
How much every month?
BillingCapitol PowerSpace
NetworkSupport
BUT Don’t forget….Ongoing DevelopmentMarketingTaxes
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25 © 2008 IBM Corporation
How does it grow?
0
5
10
15
20
25
30
1 2 3 4 5 6 7 8 9 1 0 1 1 1 2 1 3 1 4 1 5 1 6Comunity Size
Num
ber o
f Rac
ks
Rack DenceBlades1U
Size of Commu
nity CCUTotal
ServersBandwidt
h (Gbps)5,000 1,000 17 0.06
10,000 2,000 18 1.00
25,000 5,000 25 1.00
50,000 10,000 34 1.00
105,000 21,000 55 2.00
200,000 40,000 95 2.00
300,000 60,000 135 3.00
400,000 80,000 174 3.00
500,000 100,000 214 4.00
700,000 140,000 293 5.00
900,000 180,000 375 6.00
1,100,000 220,000 454 7.00
1,300,000 260,000 535 8.00
1,600,000 320,000 655 10.00
1,900,000 380,000 774 11.00
2,200,000 440,000 894 13.00
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© 2006 IBM Corporation
Futures
Ok, now where to?
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27 © 2006 IBM Corporation
What’s coming to MMOs?Owner Operator Publisher
Build v.s. Buy Pendulum
Components as a Service
More Genres
Platforms
User Created Content
Failures
Global acceptance of free to play pay for stuff
Bi-directional economics
Virtual World Physical Object
Growth through the Economic depression
Games (& Money) from strange places
More “Clear Skys” Macinema
10 MMOs reach 1 million active
4 MMOs 10 million
2 MMOslimited or no NA operations