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Anatomy of the MMO
 High level introduction to the technology
 involved in an MMO
 George Dolbier, CTO
 Games and interActive Entertainment
 IBM

                                     © 2006 IBM Corporation
Today’s Agenda
    Who is IBM again? And who is this guy?

    MMO spotting

    Architectural patterns for MMOs

    Guts of an MMO

2                                   © 2006 IBM Corporation
Who is IBM again?

     And who is this guy?




                            © 2006 IBM Corporation
IBM is imbedded the gaming industry
     starting with the CPUs in every game console


    Souce www.nexgenwars.com 11/11/2008




4                                        © 2006 IBM Corporation
Microprocessors
IBM

                   Systems & Storage

      Middleware

                             People

      Partners



5                               © 2006 IBM Corporation
MMO Spotting
     Definitely Divergent
     History



                            © 2006 IBM Corporation
MMOG Divergence
     An Online Game is…
     An Massively Multiplayer Online Game Is…   Technology
                                                   Persistence
Business
                                                   Centralized Simulation
      Software As a Service
                                                   Scale
      Re-accruing revenue
                                                   CC Pipeline
      Subscription
      Economic Systems/Item Sales
      Ongoing Operational Expense                      Game
                                                         Scale
                                                         Autonomy
                       Community                         Co-Ordination
                         In Game Support                 Co-Operation
                         Access to the game from outside Arbitration
                                                         Economics
    An Massively Multiplayer Online Game Is…             Communication
                             A form of entertainment
7                                                                 © 2006 IBM Corporation
Forgotten, but not lost, History
    On October 20 2008 Massively Multiplayer online gaming turned 30
    MUD was invented in the U of Essex (that’s in the UK) Roy Trubshaw,
     and Richard Bartle,
    Also in 1978 Alan E. Klietz wrote Scepter, which eventually became
      Secpter of Goth, which became quite influential
    Scepter of Goth Licencees develop their own MUD, merge with
     Mythic and eventually launch Dark Age of Camelot
    Brett Vickers was heavily influenced by Scepter when he wrote his
      own MUD software, Brett now is a “programmer” at Arenanet. Also
      inventor of NBP and EQOS
    Interplay employees Tom and Suzan Zelinski, left the tortured SoG
      Licensee Interplay to write several MUDs and found the
      organization which would become Simutronics, still in business
      today.

8                                                              © 2006 IBM Corporation
Architectural patterns for
MMOs
      Environment
      Archetypes
      Patterns

                             © 2006 IBM Corporation
Every Architecture exists in an Environment
                                                          Segments                                         Segment
                                                          are differentiated by the goals
Creation       Production       Operation   Interaction   of individuals, and how those             Creation:
                                                                                                         Content is created
                                                          individuals relate to content

                                                                                                    Production:
                                                                                                         Content is transformed

                                                                                                    Operation:
                                                                                                         Content is distributed
                                                                  Environments                            and operated

                                                          Studio:                                   Interaction:
                                                             Highly Collaborative Environment
                                                              where concepts are created and             Content is interacted
                                                              transformed into products. This is          with
                                                              where the virtual world is created

                                                          IDC:
                                                             Consolidated, efficient, secure
                                                              Environment where data and
                                                              communications come together.
                                                              This is where the virtual world
           Studio                    IDC    Setting           runs

                                                          Setting:                                      Environments
 Technology deployment                                       Home, Office, Mobile, Capability,
        timeline                                              device, location, and connectivity        are differentiated by
                            Time                              that allows a game or virtual world
                                                              to be interacted with                     economic model as well
                                                                                                        as physical, technical and
                                                                                                        Human factors
Concept                     Launch              Flight


10                                                                                                          © 2006 IBM Corporation
MMO Environment: The Internet Datacenter
                                                            Segments                                           Segment
                                                            are differentiated by the goals
Creation         Production       Operation   Interaction   of individuals, and how those               Creation:
                                                                                                             Content is created
                                                            individuals relate to content

                                                                                                        Production:
                                                                                                             Content is transformed

                                                                                                        Operation:
                                                                                                             Content is distributed
                                                                    Environments                              and operated
                                                              Studio:
                                                                 Highly Collaborative Environment
                                                                  where concepts are created and
                                                                                                        Interaction:
                                                                  transformed into products. This is         Content is interacted
                                                                  where the virtual world is created          with
                                                              IDC:
                                                                 Consolidated, efficient, secure
                                                                  Environment where data and
                                                                  communications come together.
                                                                  This is where the virtual world
                                                                  runs
            Studio                     IDC    Setting         Setting:
                                                                 Home, Office, Mobile, Capability,         Environments
     Technology deployment                                        device, location, and connectivity
                                                                  that allows a game or virtual world       are differentiated by
            timeline                                              to be interacted with
                              Time                                                                          economic model as well
                                                                                                            as physical, technical and
                                                                                                            Human factors
Concept                       Launch              Flight


11                                                                                                              © 2006 IBM Corporation
MMO Archetypes

Universe




           Sharded


                Hybrid

 12                      © 2006 IBM Corporation
Why one v.s. the other


       Sharded              Universe                Hybrid

                              Content               Content
         Content
                          Business Model        Business Model
     Business Model
                         Single Operations      Mixed Operations

 Multiple Operations    User created Content   Instanced Content

     Authored Content        Scale Out         Bi-Directional Scale

                          Latency Tolerant      Mixed Gameplay
        Step Scale

     Moderate latency
13                                                       © 2006 IBM Corporation
Guts of an MMO

     3 Major Organ systems




                             © 2008 IBM Corporation
More than just a single system




                                 © 2008 IBM Corporation
15
Massively Triumvirate Systems

     Economic       Game        Support




                                    © 2008 IBM Corporation
16
Economic Organs




                  © 2008 IBM Corporation
17
Support Organs




                 © 2008 IBM Corporation
18
Game Organs




              © 2008 IBM Corporation
19
Simple Organism




                  © 2008 IBM Corporation
20
How Do I…




     How Many of What?
     How Much will it cost up front?
     How much will it cost me every month?


                                      © 2008 IBM Corporation
How big?
Decide 2 numbers
       How many Simulation servers per shard
       Ratio of other systems per shard

Make up 2 numbers
      How many players TOTAL
      How many players Online at any one time (CCU)

Measure 2 numbers
      How many CCU can each simulation server can manage
      How much bandwidth is required for each player

Then chop it up into regions to taste
      Make up one number (how many players per geography)
      Single Datacenter per Geo, or Sub Geographic datacenters

But Don’t Forget…                      Your Mileage may vary
22                                                       © 2008 IBM Corporation
How much up front?



     NOTHING!
                     But Don’t forget…
                       Software Licensing    Advertising Buys
                       Down Payments              Initial Install
                       Salaries (admin and support) Events
                       Sign up fees         Promotional items
                       URLs registration        Contract fees

                       Retail Buys              Development
                                                 IP Licensing
23                                     © 2008 IBM Corporation
How much every month?

                                 Billing
                                Capitol
                                 Power
                                 Space
                                Network
                                Support
     BUT Don’t forget….
          Ongoing Development
          Marketing
          Taxes


24                                         © 2008 IBM Corporation
How does it grow?

 Size of                                                          30
Commu                      Total   Bandwidt
    nity        CCU      Servers    h (Gbps)
                                                                  25
       5,000     1,000        17         0.06
      10,000     2,000        18         1.00

      25,000     5,000        25         1.00                     20
      50,000    10,000        34         1.00
     105,000    21,000        55         2.00




                                                Number of Racks
     200,000    40,000        95         2.00                     15
     300,000    60,000       135         3.00
     400,000    80,000       174         3.00
     500,000   100,000       214         4.00
                                                                  10

     700,000   140,000       293         5.00

     900,000   180,000       375         6.00
 1,100,000     220,000       454         7.00
                                                                  5                                                                             Rack Dence
 1,300,000     260,000       535         8.00                                                                                                   Blades
 1,600,000     320,000       655        10.00                     0
 1,900,000     380,000       774        11.00
                                                                       1   2   3   4   5   6

                                                                                               Comunity Size
                                                                                               7   8   9   10   11   12   13   14   15     16


                                                                                                                                                1U
 2,200,000     440,000       894        13.00

25                                                                                                                                       © 2008 IBM Corporation
Futures


     Ok, now where to?




                         © 2006 IBM Corporation
What’s coming to MMOs?
                                      Virtual World Physical Object
     Owner Operator Publisher
                                      Growth through the Economic
     Build v.s. Buy Pendulum            depression

     Components as a Service          Games (& Money) from strange places

                                      More “Clear Skys” Macinema
     More
         Genres                       10 MMOs
         Platforms                        reach 1 million active
         User Created Content
         Failures                     4 MMOs
                                          10 million

     Global acceptance of
                                      2 MMOs
         free to play pay for stuff
                                          limited or no NA operations
         Bi-directional economics


27                                                                 © 2006 IBM Corporation
MMOs are…
      Entertaining




      Thank you for your time
      georged@us.ibm.com

                                © 2006 IBM Corporation

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Anatomy of the MMO

  • 1. Anatomy of the MMO High level introduction to the technology involved in an MMO George Dolbier, CTO Games and interActive Entertainment IBM © 2006 IBM Corporation
  • 2. Today’s Agenda Who is IBM again? And who is this guy? MMO spotting Architectural patterns for MMOs Guts of an MMO 2 © 2006 IBM Corporation
  • 3. Who is IBM again? And who is this guy? © 2006 IBM Corporation
  • 4. IBM is imbedded the gaming industry starting with the CPUs in every game console Souce www.nexgenwars.com 11/11/2008 4 © 2006 IBM Corporation
  • 5. Microprocessors IBM Systems & Storage Middleware People Partners 5 © 2006 IBM Corporation
  • 6. MMO Spotting Definitely Divergent History © 2006 IBM Corporation
  • 7. MMOG Divergence An Online Game is… An Massively Multiplayer Online Game Is… Technology Persistence Business Centralized Simulation Software As a Service Scale Re-accruing revenue CC Pipeline Subscription Economic Systems/Item Sales Ongoing Operational Expense Game Scale Autonomy Community Co-Ordination In Game Support Co-Operation Access to the game from outside Arbitration Economics An Massively Multiplayer Online Game Is… Communication A form of entertainment 7 © 2006 IBM Corporation
  • 8. Forgotten, but not lost, History On October 20 2008 Massively Multiplayer online gaming turned 30 MUD was invented in the U of Essex (that’s in the UK) Roy Trubshaw, and Richard Bartle, Also in 1978 Alan E. Klietz wrote Scepter, which eventually became Secpter of Goth, which became quite influential Scepter of Goth Licencees develop their own MUD, merge with Mythic and eventually launch Dark Age of Camelot Brett Vickers was heavily influenced by Scepter when he wrote his own MUD software, Brett now is a “programmer” at Arenanet. Also inventor of NBP and EQOS Interplay employees Tom and Suzan Zelinski, left the tortured SoG Licensee Interplay to write several MUDs and found the organization which would become Simutronics, still in business today. 8 © 2006 IBM Corporation
  • 9. Architectural patterns for MMOs Environment Archetypes Patterns © 2006 IBM Corporation
  • 10. Every Architecture exists in an Environment Segments Segment are differentiated by the goals Creation Production Operation Interaction of individuals, and how those Creation:  Content is created individuals relate to content Production:  Content is transformed Operation:  Content is distributed Environments and operated Studio: Interaction:  Highly Collaborative Environment where concepts are created and  Content is interacted transformed into products. This is with where the virtual world is created IDC:  Consolidated, efficient, secure Environment where data and communications come together. This is where the virtual world Studio IDC Setting runs Setting: Environments Technology deployment  Home, Office, Mobile, Capability, timeline device, location, and connectivity are differentiated by Time that allows a game or virtual world to be interacted with economic model as well as physical, technical and Human factors Concept Launch Flight 10 © 2006 IBM Corporation
  • 11. MMO Environment: The Internet Datacenter Segments Segment are differentiated by the goals Creation Production Operation Interaction of individuals, and how those Creation:  Content is created individuals relate to content Production:  Content is transformed Operation:  Content is distributed Environments and operated Studio:  Highly Collaborative Environment where concepts are created and Interaction: transformed into products. This is  Content is interacted where the virtual world is created with IDC:  Consolidated, efficient, secure Environment where data and communications come together. This is where the virtual world runs Studio IDC Setting Setting:  Home, Office, Mobile, Capability, Environments Technology deployment device, location, and connectivity that allows a game or virtual world are differentiated by timeline to be interacted with Time economic model as well as physical, technical and Human factors Concept Launch Flight 11 © 2006 IBM Corporation
  • 12. MMO Archetypes Universe Sharded Hybrid 12 © 2006 IBM Corporation
  • 13. Why one v.s. the other Sharded Universe Hybrid Content Content Content Business Model Business Model Business Model Single Operations Mixed Operations Multiple Operations User created Content Instanced Content Authored Content Scale Out Bi-Directional Scale Latency Tolerant Mixed Gameplay Step Scale Moderate latency 13 © 2006 IBM Corporation
  • 14. Guts of an MMO 3 Major Organ systems © 2008 IBM Corporation
  • 15. More than just a single system © 2008 IBM Corporation 15
  • 16. Massively Triumvirate Systems Economic Game Support © 2008 IBM Corporation 16
  • 17. Economic Organs © 2008 IBM Corporation 17
  • 18. Support Organs © 2008 IBM Corporation 18
  • 19. Game Organs © 2008 IBM Corporation 19
  • 20. Simple Organism © 2008 IBM Corporation 20
  • 21. How Do I… How Many of What? How Much will it cost up front? How much will it cost me every month? © 2008 IBM Corporation
  • 22. How big? Decide 2 numbers How many Simulation servers per shard Ratio of other systems per shard Make up 2 numbers How many players TOTAL How many players Online at any one time (CCU) Measure 2 numbers How many CCU can each simulation server can manage How much bandwidth is required for each player Then chop it up into regions to taste Make up one number (how many players per geography) Single Datacenter per Geo, or Sub Geographic datacenters But Don’t Forget… Your Mileage may vary 22 © 2008 IBM Corporation
  • 23. How much up front? NOTHING! But Don’t forget… Software Licensing Advertising Buys Down Payments Initial Install Salaries (admin and support) Events Sign up fees Promotional items URLs registration Contract fees Retail Buys Development IP Licensing 23 © 2008 IBM Corporation
  • 24. How much every month? Billing Capitol Power Space Network Support BUT Don’t forget…. Ongoing Development Marketing Taxes 24 © 2008 IBM Corporation
  • 25. How does it grow? Size of 30 Commu Total Bandwidt nity CCU Servers h (Gbps) 25 5,000 1,000 17 0.06 10,000 2,000 18 1.00 25,000 5,000 25 1.00 20 50,000 10,000 34 1.00 105,000 21,000 55 2.00 Number of Racks 200,000 40,000 95 2.00 15 300,000 60,000 135 3.00 400,000 80,000 174 3.00 500,000 100,000 214 4.00 10 700,000 140,000 293 5.00 900,000 180,000 375 6.00 1,100,000 220,000 454 7.00 5 Rack Dence 1,300,000 260,000 535 8.00 Blades 1,600,000 320,000 655 10.00 0 1,900,000 380,000 774 11.00 1 2 3 4 5 6 Comunity Size 7 8 9 10 11 12 13 14 15 16 1U 2,200,000 440,000 894 13.00 25 © 2008 IBM Corporation
  • 26. Futures Ok, now where to? © 2006 IBM Corporation
  • 27. What’s coming to MMOs? Virtual World Physical Object Owner Operator Publisher Growth through the Economic Build v.s. Buy Pendulum depression Components as a Service Games (& Money) from strange places More “Clear Skys” Macinema More Genres 10 MMOs Platforms reach 1 million active User Created Content Failures 4 MMOs 10 million Global acceptance of 2 MMOs free to play pay for stuff limited or no NA operations Bi-directional economics 27 © 2006 IBM Corporation
  • 28. MMOs are… Entertaining Thank you for your time georged@us.ibm.com © 2006 IBM Corporation

Editor's Notes

  1. To replace the title / subtitle with your own: Click on the title block -> select all the text by pressing Ctrl+A -> press Delete key -> type your own text
  2. I work for a business that researches, designs, manufactures and sells computational and information management technology.
  3. SalesForce.Com is just a Moderately performing MMO
  4. The Studio environment for an MMO bears little difference than that of any other rich game The “Setting” or player environment bears little difference, except that local persistence is generally a requirement
  5. The environment that has the most influence on the MMO is the IDC, because much of the game lives in an IDC, and players connect to that IDC via the internet
  6. Human have this funny way of responding to environmental challenges in more than one way… For MMOs there are three archetypes that seem to have formed
  7. Human have this funny way of responding to environmental challenges in more than one way… For MMOs there are three archetypes that seem to have formed
  8. Monies I has it
  9. Flash MMO? Runescape GANZ Dress up text chat
  10. I
  11. Never ever ever ever ever ever OWN EQUIPMENT. You are a GAME company, by very definition you are NOT A CAPITOL HEAVY company.
  12. Billing Every transaction has a cost, and you have taxes to pay NOT INCLUDING ONGOING DEVELOPMENT AND SALES A buck a month