Posted Monday, April 24th, 2006, at 10:44 am Eastern by Mark Wallace

This article from CNet’s Daniel Terdiman describes the ongoing server problems that have been plaguing World of Warcraft lately. With 6 million subscribers, the company must be running something close to 1,000 servers, each one supporting several thousand accounts. Unfortunately, they seem to be crashing a lot lately. Could it be that Blizzard has topped out its ability to maintain the hardware that runs its world? This is something Linden Lab, makers of Second Life, has contemplated in the past. Part of their rationale for eventually moving to a more open-source model, as they’ve discussed doing, is that it will soon become impossible for them to run and maintain all the servers necessary to support a growing population. LL already runs close to 2,300 servers in support of its world. What’s the cut-off point? If the pace of growth picks up too much for either WoW or SL, it will simply be physically iimpossible to put on new servers fast enough to support the population explosion. How do you decide when it’s time to throw in the towel and let users host their own servers, or move to a more Web-like model in which service providers rent space to individuals? Because that, I think, will eventually be the future for virtual worlds.


TrackbackURL: http://www.3pointd.com/20060424/a-saturation-points-for-virtual-worlds/trackback/

2 comments:

Note: To combat spam, the word "porn" and the names of various prescription drugs are blacklisted. Posts containing those words will be lost. Other comments may be held for moderation.


mobile phone