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26834: RE: [MUD-Dev] MMORPG/MMOG Server design

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From: "Damion Schubert" <damion@zenofdesign.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Thu, 20 Feb 2003 00:53:22 -0600
References: [1]
Organization: Kanga.Nu
From: Weston Fryatt

> What is the best design for an MMORPG Server?

First, you should define 'best'.  This will largely be dependant
upon your timescale, your funding, your talent pool and your desire
to spend time coding complex server interactions vs, say, spending
that extra year coding cool combat designs.

Also, you should talk to your designer and identify the true goals
of the game.  This could have a big impact.  Complex server
solutions also make it so that you get to risky design propositions
later in the product, increasing risk on the 'fun factor' side.

I would recommend that you don't do more than you need to.  Look
into pre-existing solutions if necessary.  An excellent place to
start is http://www.twistedmatrix.com.

--d

  (p.s. Incidentally, Wolfpack is currently looking for someone who
  finds this debate much more interesting than us designers do.
  Link is here: http://www.wolfpackstudios.com/employ05.shtml)


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