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Public Server MMO’s - PowerPoint PPT Presentation


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Public Server MMO’s. What’s an MMO? Massively Multiplayer Online game Persistent world Success stories Lineage World of Warcraft. Public Server MMO. MMO. MMO problems Huge scalability issues Hosting costs: 20% of subscription revenue Support costs: 20% of subscription revenue

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public server mmo
What’s an MMO?

Massively Multiplayer Online game

Persistent world

Success stories

Lineage

World of Warcraft

Public Server MMO
slide3
MMO
  • MMO problems
    • Huge scalability issues
    • Hosting costs: 20% of subscription revenue
    • Support costs: 20% of subscription revenue
    • Content costs: Unknown but surely large
  • Those are for successful MMO’s
    • Unsuccessful ones have the cost of failure
public server
Public Server
  • What’s a public server game?
    • Game company distributes the server code
    • Users host the machines themselves
    • Users can modify the server
    • Examples
      • Half-life, Counter-Strike, Doom
      • Neverwinter Nights
  • Benefits
    • User hosting resources are extremely plentiful!
    • User content creation extremely plentiful
  • Drawback
    • No subscription model
    • No persistent world
public server resources are plentiful
Public Server resources are plentiful

70% of all servers are empty

CDF of fullness of Counter-strike servers

our goal public server mmo
Our Goal: Public Server MMO
  • Decrease hosting and support costs by not hosting gameplay
  • Decrease development costs by allowing user-generated content
  • Allow for a persistent world with public servers
basic architecture
Basic Architecture
  • Public Servers host game play
  • Publisher hosts authentication, billing, loot server
  • Users store persistent data themselves
  • Key challenges
    • Authentication
    • Persistent Content across public servers
    • Trading Items
public server mmo participants

Billing

Authentication

Public Server MMO Participants

Loot

Publisher

Public Server

Client

authentication keys
Authentication keys
  • Clients must be able to authenticate themselves to loot server, public servers
    • Cli_key_pub, Cli_key_priv
    • Clients keep private key
  • Loot server must be able to sign loot, as authentic
    • Loot_key_pub, Loot_key_priv
    • Loot server keeps private key
  • Loot server must be able to bind loot to specific players
    • Bindi_key_pub , Bindi_key_priv
    • Loot server keeps private keys
challenge persistent content
Challenge: Persistent Content
  • Content creation
    • Loot is designed by community and approved by publisher
    • Loot is issued according to authenticated player-minutes to servers
    • Servers distribute loot according to game-play
  • Content security
    • Loot is signed to a player and signed to the loot server
    • Public servers and other players check a piece of loot by checking signatures
    • Loot can be stored at the clients
  • Caveat: loot cannot be traded from players
challenge authenticated time
Challenge: Authenticated Time
  • How are player minutes authenticated?
    • Public servers want minutes
    • Players want minutes
  • Use a periodic Reverse Turing test that fits in with game-play as a mini-game
    • Finding objects in a scene
    • Identifying human faces
challenge trading items
Challenge: Trading Items
  • We would like to relax the “loot cannot be traded” restriction for game-play purposes
  • We don’t want to allow item duping
  • We don’t want to keep an item revocation list
  • Solution: periodic trading window
    • Publisher coordinates a player-wide swap meet or auction
    • During auction, each player’s goods are re-issued
    • Old items are invalidated by changing Loot_key_pub, Loot_key_priv
trading illustration

Item 1

Item 2

Item 3

attributes

Signatures

bind_key_p1

loot_key

attributes

Signatures

bind_key_p2

Loot_key

attributes

Signatures

bind_key_p2

Loot_key

Trading Illustration

Mint

Player 2

Player 1

Submit items to mint

trading illustration1

Item 1

Item 2

Item 3

attributes

Signatures

bind_key_p2

loot_key’

attributes

Signatures

bind_key_p1

Loot_key’

attributes

Signatures

bind_key_p1

Loot_key’

Trading Illustration

Mint

Player 2

Player 1

Receive new items

quantifiable elements
Quantifiable elements
  • Re-minting all items in the world: # of items vs. time
  • Generating / verifying CAPTCHA’s: # of captcha’s vs. time
scratch
scratch
  • How can we prevent servers from giving players loot for doing nothing
    • We don’t!
    • We do require players to be present at the keys, and we assume they will gravitate towards compelling content
  • Bootstrapping: why go to a new server?
    • Trickle some loot to a server just for being up
slide19

A

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Game

Server

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