Age of Magic Online

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fonoi
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Re: Age of Magic Online

Post by fonoi »

Cayle wrote: You can't do it on a shoestring if you are doing AAA. There is a whole level of infrastructure, etc. that a AAA has to deal with that the small guys don't. E.g. RMT. If your player base is 1000 players, the RMT market is likely too small to even bother. If you have 100,000 players, or a million, then you need sophisticated infrastructure and that sophisticated infrastructure means things like OLAP analysis tools, like the ones I mentioned in the previous post.
There is a game called Business Tycoon online that I played for a while. It has 600k active players apparently over 11 servers, the game has been live for 100 days.

When a new server starts they have competions which you gain a score based on how much gold you use on a treasure hunt "RMT", their support is terrible. It consists of chinese tech support, who can barely understand english.

They have no tech in place to verify email addresses, they cannot tell if someone is using a multi account and if you run into a bug they just deny it and say the game is working normally.

Now my point, when a server starts up and you see the amounts people spend even though there is none of the tools you speak of at work. One server I saw over $50000 spent in a week. And that is only when people bought the item to get into the competition, there are many many more who spend in otherways so I cannot say exactly how much it makes.

It is a browser based game, im not sure which language is used but it is by no means super graphical or anything like that. It all comes down to the fact, you can have a successful game if your idea is good enough and better then what is out there at the moment.
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hallsofvallhalla
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Re: Age of Magic Online

Post by hallsofvallhalla »

we indie devs could not support 600k players in 100 days. We do not have the budget for a ramp up that fast. No matter how much money was thrown at us. You do not simply buy a server and you are done. There must be balancing and load sharing algorithms.

However within a year or two we could easily take on that many ;)
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PaxBritannia
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Re: Age of Magic Online

Post by PaxBritannia »

Money somehow makes things work when it needs to...

If the 11 servers are not serves as in a physical server, but as gaminging "servers" or worlds, then you wouldn't need a load sharing algorithm.

Most (Read as "my") hosting providers offer 2 hour hardware replacement, so I don't think it will be a problem to get a new server, but if it is on 1 game world, then yes, it would need those algorithms.

And that reminds me, Halls, what hosting provider do you use? Still using Go-daddy?

Pax
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Jackolantern
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Re: Age of Magic Online

Post by Jackolantern »

PaxBritannia wrote:If the 11 servers are not serves as in a physical server, but as gaminging "servers" or worlds, then you wouldn't need a load sharing algorithm.
What most games call a "server" or a "world" is actually a server cluster. One physical machine cannot handle anywhere near 54,500 players (600k divided by 11 "servers"), not even for a browser-based game. In that case, you do need some kind of load-balancing software, although it is much, much easier to do with browser-based games. Most web hosts have plans specifically for splitting up heavy-traffic dedicated servers, such as having only one direction of MySQL on each box, a front end to direct HTTP requests, and two or more boxes serving HTTP requests. However, that is going to be a lot more money.

If it is a graphical game, then even 1,000 players is way too much for one box. Then you will need dedicated and trained IT staff to set up complex server clusters and skilled programmers to write load-balancing algorithms to keep the whole game world in sync as players are passed around multiple servers.
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hallsofvallhalla
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Re: Age of Magic Online

Post by hallsofvallhalla »

currently yes, only because I do not have time to change. Server up time is friggn great along with speed, just horrible navigation and user control panel.

I guess I worded that wrong, in order to get that many players that quick you have to be setup very early. As soon as you maxed out it would take a bit to get another world online and people wanting to play on the brand new world. It would just take longer to build that many players on a smaller budget because you would have to grow as people played.
fonoi
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Re: Age of Magic Online

Post by fonoi »

When I say server, it just means another world. The worlds are not connected and do not share anything except a login page.

With cluster technology and VM ware, if you find the right host they could have your Virtual Server up and running in no time at all.

Question : How many users could a indie game such as the browser mmo tutorial game support if hosted on an average host?
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hallsofvallhalla
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Re: Age of Magic Online

Post by hallsofvallhalla »

that's hard to say, I only have had 300 but that was not concurrent but all were very active. Think about it like forums. The average popular forums have several thousand members and hold thousands upon thousands of posts. They stay active throughout the day. Now they do not consume bandwidth or query as often like a game but their queries are often far larger.

I would say a web host can safely host 2,000 non concurrent players. That is just a guess, could be much more or much less but depends on your game also.
fonoi
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Re: Age of Magic Online

Post by fonoi »

Thanks, thats not bad at all!
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Jackolantern
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Re: Age of Magic Online

Post by Jackolantern »

Browser-based RPGs are far, far cheaper and easier to host than graphical games, and it is nice to know that unless your game has an utter explosion in popularity (a good problem to have if your game is commercial) it won't be difficult to find a host to handle it, or to pay for it.
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PaxBritannia
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Re: Age of Magic Online

Post by PaxBritannia »

I would actually think more than 2000,depends on how streamline your code is. But some hosts don't even allow you to host a PBBG.

On a dedicated server, such as iwebs's $49/m budget dedicated server http://iweb.com/dedicated/budget-servers/, I would think you could fit as many people as signed up. (I don't think I will ever need more than 1 dedicated server for a PBBG)

Pax.

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