MMO is an abbreviation for "massively multiplayer online," a kind of game that allows an extremely large number of concurrent players in a shared world.

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What languages are used to develop MMORPGs like EVE Online and WOW?

As I understand it, MMORPGs are games that run on your computer like any other normal 3d video game but, with each action that happens with in the game, changes are made to the universe via HTTP calls ...
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4answers
5k views

How is load balancing achieved in MMOs?

I believe it's a common requirement of MMOs that processing for a single shard or realm can be done over several servers to ease the load. I'm curious as to how this can be done whilst maintaining a ...
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1answer
1k views

World of Warcraft servers [closed]

Does anybody knows or have any info about the OS of the servers of World of Warcraft? I have a "debate" with some friends about the OS behind WoW. They say it could be Win, which is very strange for ...
2
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7answers
2k views

How many people are needed for making a good (MMO)RPG? [closed]

1) RPG? 2) MMORPG? I'm talking more about good content here. Update: Because it is said here that volume of information is low in my question, and because there was too much to say, I created an ...
5
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1answer
427 views

How do we attract more developers and other Volunteers to our Open Source MMO Emulation Project?

I am on a small development team that is tasked with completing the server side programming for an Open Source MMO project that has been in progress for about 5 years now. Approximately a year ago we ...
4
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1answer
835 views

Client-side login and password save

I'm wondering what would be the best way to store password and login in the client. Many people complain that they need to re-enter this every time they log in and they want me to make a way to save ...
4
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1answer
222 views

Accurately record and play back game sessions in an MMO - timing issues?

In order to detect and reproduce bugs in an MMO, recording game sessions on the server can help. How can such recording and replay of the data be implemented to be accurate, i.e. be 100% ...
8
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2answers
2k views

Would using Lua scripts to define game logic for an MMO server be a lot slower than compiled in C++?

I am using an entity system for my MMO server and I was thinking about defining the behavior of "actions" using Lua scripts. The server is written in C++. I am not very familiar with the speed/memory ...
18
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9answers
1k views

How do/should MMOs handle disconnection during PvP?

In an MMO (not even necessarily an MMORPG) what are some techniques for dealing with players disconnecting in the middle of PvP? In particular - how do you avoid adversely affecting people who get ...
13
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3answers
3k views

Tips for implementing MMO quest mechanics?

What tools, patterns, or best practices would you recommend to implement the quest mechanics given below listed requirements? I am talking about software architecture (how generic should you be) and ...
3
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6answers
1k views

MMO Performance

To give a bit of background, I'm developing an MMO in the web browser. Crazy? Yes, but it certainly isn't impossible. The server sends updates to the client by means of long-polling JSONp tags which ...
5
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2answers
1k views

XNA for multiplayer game?

I've made a few games without using XNA and recently started to see some documents and samples around and took an interest on it but i have a few doubts for going into it or not. What limitations do ...