![]() I will make up numbers to illustrate a point, please don't argue that I'm not even close on my numbers. In the past (and currently present depending on the company) companies had to rely on set server loads which had to either be crafted in house or negotiated with a separate company. For the layman, "the cloud", allows developers to leverage very powerful, dynamic and autonomous solutions to some very troubling problems. The shift to Cloud architecture brings us to the crux of the issue (most likely). Player interactivity is kind of self explanatory, but Blizz wanted WoW to not feel like a ghost town on smaller servers or in old content zones. They did this for a myriad of reasons, but the two I want to focus on is due to player interactivity and the move towards cloud architecture. Hanging out in a capital city? Spin up several instances of the same server to balance the load of all players on the host server into separate smaller servers. Playing in the wetlands? Cool, here's the wetlands for X amount of servers. In World of Warcraft, the game sits on a server architecture that attempts to balance player load in pretty ingenious ways effectively placing logically grouped people into the same server. Now, if the game is so easy to run, why are the servers literally dying?īlizzard was one of the first gaming companies to implement dynamic server spin-ups or allocation. There are like 50 ish maps that need to be generated, mobs, blah blah blah. Now, D2R isn't (at face value) a very intensive instance to run. Each game you see in the lobby view, every time you click "play" these are all unique instances of the overall game and so each instance requires some sort of resource dedicated to it. But, let's give it a go.ĭiablo runs on a system of isolated game instances. ![]() I doubt this thread will gain any traction, and subsequently I doubt anyone will see this.
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