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What it takes to keep a mmo running...

Posted: Wed Sep 23, 2009 7:26 pm
by Falken
Found an intresting slide of how many servers WoW uses, and some other technical information
http://www.wow.com/gallery/adgc09-the-u ... t/2296036/

Thought I would post as it shows how much it actually requires to run a world wide mmo.

Re: What it takes to keep a mmo running...

Posted: Wed Sep 23, 2009 7:29 pm
by SpiritWebb
Holy cow...thats alot.

You know its funny, as I heard that EVE online has only 1 server running that entire game...

Re: What it takes to keep a mmo running...

Posted: Wed Sep 23, 2009 7:55 pm
by Falken
SpiritWebb wrote:Holy cow...thats alot.

You know its funny, as I heard that EVE online has only 1 server running that entire game...
Might be a big server, the ones for WoW, if you calculate it, it averages about 5CPU's and 8GB RAM per server, not too much. And EVE got about 100k players, while wow got about 12 000 000, last time I heard, thats 120times more players...

But ye, it all comes down to optimization too!

Re: What it takes to keep a mmo running...

Posted: Wed Sep 23, 2009 8:45 pm
by D3luxe
If you don't feel like looking through the pictures, just read this..I think its the same facts, just in an article form.

http://www.gamesindustry.biz/articles/b ... -operation

Re: What it takes to keep a mmo running...

Posted: Wed Sep 23, 2009 11:29 pm
by Jackolantern
Looking over the figures of how much it costs to run an MMO, it almost makes you wonder why any company ever tried making a F2P game. It also makes me wonder how they are so popular among publishers. I know they are heavily optimized to require as little resources as possible, but still. It seems like there is a boat load of risk involved, but none of them ever seem to close down, particularly compared to P2P games.