Architectures for Rich Internet Real-Time Games

Author(s):  
Matthias Häsel

Many researchers regard multiplayer online games as the future of the interactive entertainment industry (Brun, Safaei, & Boustead, 2006; El Rhalibi & Merabti, 2005; Sharp & Rowe, 2006). In particular, due to advances in game design and the availability of broadband Internet access to the enduser, multiplayer online games with real-time interaction have come into wide use (Aggarwal, Banavar, Mukherjee, & Rangarajan, 2005; Claypool & Claypool, 2006; Yasui, Yutaka, & Ikedo, 2005). The majority of these games are made up by classic software titles that need to be installed on the players’ machines (El Rhalibi & Merabti, 2005). Browserbased multiplayer games, on the contrary, can be run instantly from a Web site, but have, due to technical limitations, long been round-based, strategy-focused games. However, with the ongoing evolvement of Rich Internet Application (RIA) technology (Allaire, 2002) such as Adobe Flash and Java, browser-based online game development has reached a point where also real-time games can be produced and distributed to a large audience quickly and easily. Browserbased games can be utilized in conjunction with e-business offers in a very simple way and hold a number of exciting possibilities for new online business models, new markets, and new growth (Kollmann & Häsel, 2006; Sharp & Rowe, 2006). However, as the browser is a very different operating environment and interactive experience from that of classical game software, browser-based multiplayer real-time games involve gaming architectures that are distinct from their classical counterparts. A major challenge when designing and implementing such architectures is that multiplayer online games are highly vulnerable to propagation delays resulting from redundant communication, bottlenecks, single points of failure and poor reactivity to changing network conditions (Ramakrishna, Robinson, Eustice, & Reiher, 2006). As latency from input of information to its output determines gameplay and fairness (Brun et al., 2006), the game architecture has to be designed in a way that it mitigates latency effects and meets the expectations of the players (Claypool & Claypool, 2006). Elaborating on the example of an online tabletop soccer game with two remote players, this article discusses two architectural models that can be applied to implement browser-based multiplayer real-time games using RIA technology.

Author(s):  
Sergei Gorlatch ◽  
Frank Glinka ◽  
Alexander Ploss ◽  
Dominik Meiländer

This chapter describes a novel, high-level approach to designing and executing online computer games. The approach is based on our Real-Time Framework (RTF) and suits a wide spectrum of online games including Massively Multiplayer Online Games (MMOG) and First-Person Shooters (FPS). The authors address major design issues like data structures and Area of Interest (AoI), with a special focus on the scalability of games implemented on multiple servers, including distribution of the game state, inter-server communication, object serialization and migration, etc. The chapter illustrates the approach with two case studies: the design of a new multi-player online game and bringing the single-server commercial game Quake 3 to multiple servers in order to increase the number of simultaneous players. The authors show the place of their approach in the taxonomy of game development approaches, and they report experimental results on the performance of games developed using RTF.


Author(s):  
Patricia A. Young

The global game industry expects substantial growth in the next decades. Massive multiplayer online games (MMOG) are expected to skyrocket from the $3.8 billion reported in 2006 to $11.8 billion by 2011 (Olausson, 2007). The video game industry is expected to grow at an annual rate of 9.1%, or from a $31.6 billion in 2006 to $48.9 by 2011. Serious games are the new growth area. These games are reportedly not for entertainment purposes and are being developed by and for industries such as government, education, health, and business (Scanlon, 2007). Given these figures, the role of game design will have global implications for groups of people around the world. Therefore, design and development must meet the challenges of this technological revolution.


Author(s):  
Ricardo Gouveia Rodrigues ◽  
Paulo Gonçalves Pinheiro ◽  
José Barbosa

A growing phenomenon of increasingly high importance, online gaming generates some of the Internet’s most popular and profitable content and has also experienced exponential growth in recent years. The relevance of this issue and the relative lack of research available both consolidate the appropriateness of this theme. The social mechanism to MMOGs (Massively Multiplayer Online Games) is perceived as both key to their attractiveness and a factor of differentiation in their success with corresponding attention to how game design can enhance this facet. Thus, this research aims to understand how the social mechanism present in MMOGs takes precedent over the range of pre-defined player objectives and play a key role in this type of game. For this purpose, two interviews were applied to two different publics: first, fifteen interviews were held with fifteen players of the MMOG Travian, with the second an interview with the game’s management in order to gather information both from those playing and those providing the game. The interviews were then analyzed using content analysis. It was found that the social mechanism overrides the achievement of goals by players and that it is acknowledged, harnessed, and strengthened by the management as a key factor in the success of Travian.


2008 ◽  
pp. 225-236
Author(s):  
Radu Prodan ◽  
Vlad Nae ◽  
Thomas Fahringer ◽  
Sergei Gorlatch ◽  
Frank Glinka ◽  
...  

2019 ◽  
Vol 18 (1) ◽  
pp. 47
Author(s):  
Gede Humaswara Prathama ◽  
Ni Made Ary Esta Dewi Wirastuti ◽  
Yoga Divayana

Ceki adalah salah satu permainan kartu tradisional yang pernah cukup popular di Malaysia, Singapura dan Indonesia. Di Bali permainan ceki sudah menjadi tradisi, dimana permainan ceki dimainkan saat adanya kegiatan masyarakat. multiplayer online games adalah salah satu cara untuk mengenalkan dan mengembangkan games tradisional menjadi lebih menarik untuk dimainkan. Permasalahan yang sering dihadapi untuk mengembangkan multiplayer online game diantaranya adalah permasalahan latency yang berbeda dari masing-masing pemain sehingga bisa mengganggu permainan dari pemain lain yang memiliki latency lebih baik. Pada penelitian ini akan dibangun real time multiplayer online game untuk memainkan permainan tradisional ceki. membahas bagaimana aturan-aturan dari permainan tradisional ceki yang didapat dari aturan permainan masyarakat Bali akan diterapkan pada game engine dari multiplayer online game, bagaimana implementasi arsitektur multiplayer online game pada web-browser yang berbasis client-server dan peer to peer. Fokus dari penelitian ini adalah pada performansi dari penggunaan websocket dan webRTC terhadap latency dan penggunaan bandwidth untuk sinkronisasi data yang mendukung real time multiplayer online game berbasis peer to peer. Hasil yang didapatkan dari penelitian ini dilihat rata-rata latency yang dibutuhkan untuk sinkronisasi data antara websocket dibandingkan dengan webRTC sangat signifikan. Jumlah pemain tidak berpengaruh pada latency baik pada websocket maupun webRTC.


Ledger ◽  
2016 ◽  
Vol 1 ◽  
pp. 84-98 ◽  
Author(s):  
Daniel Kraft

Blockchains can be used to build multi-player online games and virtual worlds that require no central server. This concept is pioneered by Huntercoin, but it leads to large growth of the blockchain and heavy resource requirements. In this paper, we present a new protocol inspired by payment channels and sidechains that allows for trustless off-chain interactions of players in private turn-based games. They are usually performed without requiring space in the public blockchain, but if a dispute arises, the public network can be used to resolve the conflict. We also analyze the resulting security guarantees and describe possible extensions to games with shared turns and for near real-time interaction. Our proposed concept can be used to scale Huntercoin to very large or even infinite worlds and to enable almost real-time interactions between players. 


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