Abstract
The number of players, for massively multiplayer online role-playing games (MMORPG), typically reaches millions of people, geographically distributed throughout the world. Worldwide revenues for these games increase by billions of dollars each year. Unfortunately, their complex architecture makes them hard to maintain, resulting in considerable costs and development risks. For normal operation, MMORPGs have to access huge amounts of diverse data. With increasing numbers of players, managing growing volumes of data in a relational database becomes a big challenge, which cannot be overcome by simply adding new servers. Cloud storage systems are emerging solutions focusing on providing scalability and high performance for Cloud applications, social media, etc. However, Cloud storage systems are in general not designed for processing transactions or providing high levels of consistency. In this paper, we present our current work-in-progress by analyzing the existing architecture of MMORPGs and classifying relevant data. Based on this, we highlight the design requirements, identify the major research challenges, and propose a Cloud-based model for MMORPGs that we currently implement as a testbed for further evaluation.
Similar content being viewed by others
References
Diao Z, Schallehn E (2013) Cloud data management for online games: potentials and open issues. In: BTW workshop on data management in the cloud (DMC)
Zhang K, Kemme B, Denault A (2008) Persistence in massively multiplayer online games. In: Proc of the 7th ACM SIGCOMM workshop on network and system support for games (NETGAMES), pp 53–58
Gropengießer F, Baumann S, Sattler K-U (2011) Cloudy transactions cooperative XML authoring on Amazon S3. In: Datenbanksysteme für Business, Technologie und Web (BTW), pp 307–326
Chang F, Dean J, Ghemawat S, Hsieh WC, Wallach DA, Burrows M, Chandra T, Fikes A, Gruber RE (2006) Bigtable: a distributed storage system for structured data. In: Proc of 7th symposium on operating system design and Implementation (OSDI), pp 205–218
Iimura T, Hazeyama H, Kadobayashi Y (2004) Zoned federation of game servers: a peer-to-peer approach to scalable multi-player online games. In: Proc of the 3rd workshop on network and system support for games (NETGAMES 2004), pp 116–120
Lakshman A (2010) Cassandra—a decentralized structured storage system. Oper Syst Rev 44:35–40
White W, Koch C, Gupta N, Gehrke J, Demers A (2007) Database research opportunities in computer games. SIGMOD Rec 36:7–13
Vogels W (2008) Eventually consistent. ACM Queue 6:14–19
Shvachko K, Kuang H, Radia S, Chansler R (2010) The Hadoop distributed file system. In: IEEE 26th symposium on mass storage systems and technologies (MSST), pp 1–10
Franke C, Morin S, Chebotko A, Abraham J, Brazier P (2011) Distributed semantic web data management in HBase and MySQL cluster. In: IEEE international conf on cloud computing (CLOUD 2011), pp 105–112
Cattell R (2010) Scalable SQL and NoSQL Data Stores. SIGMOD Rec. 39:12–27
Li FWB, Li LWF, Lau RWH (2004) Supporting continuous consistency in 12th Multiplayer online games,. In: ACM Multimedia’04, pp 388–391
Gupta N, Demers A, Gehrke J (2008) SEMMO: a scalable engine for massively multiplayer online games. In: ACM SIGMOD conf 2008, pp 1234–1238
Zhang K, Kemme B (2011) Transaction models for massively multiplayer online games. In: 30th IEEE symposium on reliable distributed systems (SRDS 2011), pp 31–40
Newzoo (2011). MMO trend report, http://www.newzoo.com/trend-reports/mmo-trend-report/. Retrieved 2013-06-17. 2011
Newzoo (2012) MMO games market report. http://www.newzoo.com/infographics/the-global-mmo-market-sizing-and-seizing-opportunities/. Retrieved 2013-06-17. 2012
Oracle (2013) MySQL cluster overview. http://dev.mysql.com/doc/refman/5.5/en/mysql-cluster-overview.html. Retrieved 2013-06-17
Apache C (2013). Retrieved 2013-06-17. http://cassandra.apache.org/
Blackman T, Waldo J (2009) Scalable data storage in project darkstar. Technical report. Retrieved 2013-06-17
Burns B (2007) Darkstar: the Java game server, pp 5–6. O’Reilly, Sebastopol
Mohammad S, Schallehn E, BreßS (2013) Clustering the cloud: a model for (self-)tuning of cloud data management systems. In: Proc of the 3rd international conf on cloud computing and services science (CLOSER)
Dory T, Mejías B, Van Roy P (2011) Comparative elasticity and scalability measurements of cloud databases. In: Proc of the 2nd ACM symposium on cloud computing (SoCC), vol 11
DBMS2 (2007) The database technology of guild wars. http://www.dbms2.com/2007/06/09/the-database-technology-of-guild-wars/. Retrieved 2013-08-02
DBMS2 (2009) MMO games are still screwed up in their database technology. http://www.dbms2.com/2009/06/14/mmo-rpggames-database-technology/. Retrieved 2013-08-02
Chen K-T, Huang P, Lei C-L (2006) Game traffic analysis: an MMORPG perspective. Comput Netw 50:3002–3023
Microsoft, Maximum capacity specifications for SQL server 2005. http://msdn.microsoft.com/en-us/library/ms143432(v=sql.90).aspx, Retrieved 2013-08-02 (2007)
Oracle (2013) Logical database limits. http://docs.oracle.com/cd/B19306_01/server.102/b14237/limits003.htm. Retrieved 2013-08-02
Aparche (2013) CassandraLimitations, http://wiki.apache.org/cassandra/CassandraLimitations. Retrieved 2013-08-02
Author information
Authors and Affiliations
Corresponding author
Additional information
This is an extended version of the paper “Cloud Data Management for Online Games: Potentials and Open Issues” selected for the special DASP issue Best Workshop Papers of BTW 2013 [1].
Rights and permissions
About this article
Cite this article
Diao, Z., Schallehn, E., Wang, S. et al. Cloud Data Management for Online Games: Potentials and Open Issues. Datenbank Spektrum 13, 179–188 (2013). https://doi.org/10.1007/s13222-013-0142-x
Received:
Accepted:
Published:
Issue Date:
DOI: https://doi.org/10.1007/s13222-013-0142-x