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Networked Multiplayer Online Games

Networked Multiplayer Online Games. Network game/Multiplayer game. Definition: a network game must involve a network, meaning a digital connection between two or more computers. Definition: a multiplayer game has more than one player at a time or players NOT playing the same game session

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Networked Multiplayer Online Games

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  1. Networked Multiplayer Online Games

  2. Network game/Multiplayer game • Definition: a network game must involve a network, meaning a digital connection between two or more computers. • Definition: a multiplayer game has more than one player at a time or players NOT playing the same game session • Multiplayer games are often network games in that the game players are physically separated and the playing machines are connected via a network.

  3. Network Game • Some network games are not multiplayer games. • A game can use a network to connect the player’s machine to a remote server that controls various game- play aspects. The game itself, however, can be entirely a single-player game where there is no direct interaction with other players or their avatars. • Early games, in particular, were networked because a player logged into a mainframe server and played the game remotely over a network via a terminal.

  4. Multiplayer Game • Early multiplayer games were usually not network games. The games would have users take turns playing on the same physical machine. • For example, one player would take turns fighting alien ships while the second player watched. Once the first player was destroyed or when he/she completed the level, the second player would have a turn. Scores for each player were kept separately. • For simultaneous multiplayer play, either cooperatively or head-to-head, each player would see their avatar on the same screen or the screen would be ‘split’ into separate regions for each player.

  5. Early online and multiplayer games • 1960s – Era of early multiplayer games • 1970s and 1980s – Era of arcade multiplayer games • 1990s and beyond – Era of on-line, multiplayer games • 1958 TennisforTwo • 1961 SpaceWar • 1970 GalaxyWar • 1972 Pong • 1978 AtariFootball • 1993 Doom • (a) (b) • Figure 2.2 Timeline overview of early online and multiplayer games. • Lists approximate game eras. (b) Lists the release of milestone games

  6. Arcade Games • 1970~1980 • Atari produced Pong, an arcade-friendly version of Hinginbotham’s Tennis for Two. Pong was the first big commercially successful video game, while also being a multiplayer game

  7. Arcade Games • Atari Football featured addictive multiplayer game play, initially for two players and later for four players

  8. What is an Online Game? • A game in which players connect to devices remotely to play • An online game can be any game which communicates through the internet, LAN networks, modems, or even email. • Any game that has more then 1 person playing together or against each other is a multiplayer game.

  9. What is an Online Game? • MUD 1 (Multi-User Dungeon) is one of the first online games, text based • Basic client-server topology MUD-1 Armitage p.9

  10. Early Multiplayer Online Games (Milestones) • More than one player playing on the same game session • First example: Doom by ID software (1993) • Using IPX (Internetwork Packet Exchange) for communication • P2P (peer to peer topology) • Every 1/35th of a second game collects user input and broadcasts the network packets (sends it to other players) • No sever, no client (or vice versa) • Pros and cons? (discussion topic) • Doom 2 • Same topology and method except for broadcasting packets

  11. Early Multiplayer Online Games (Milestones) • Quake (1996) • Big leap in online gaming • Server-client topology • No Tunnelling (quake was using directly internet protocols thus no need to convert wan packets into different packets) which enabled players to play via internet • No need to meet in the same time and game room, Quake had its own game rooms on internet • Clients send only their own inputs to the server and get back the new game state from the server

  12. Communication Architectures for Multiplayer Network Games • (a)Pure client: nothing but a client • (b)P2P: No servers, clients should know each other • n*n connections might be needed • messaging traffic increases exponential ly as new players join the game • Vulnerable to cheating • (c)Client-Server: One server which knows clients but clients are not aware of each other; all the messaging is passing through the server • Needs a ‘strong’ server responding consistently and fairly to all clients • Makes voice chatting or data exchange between clients hard

  13. Communication Architectures for Multiplayer Network Games • (d)Hybrid Sever: Allows easy data exchange between clients • Security problems may occur as clients might be vulnerable to attacks • clients network might be kept busy by other clients on purpose • Still needs a strong and consistent server • (e)Network of Servers : Allows hundred or even thousands of people to be online like in MMORPG games • Costly • Difficult to manage and maintain

  14. Client – Server Architecture A Basic Introduction

  15. Client Server Architecture • A network architecture in which each computer or process on the network is either a client or a server. • The most prevalent model of distributed computing.

  16. Components • Clients • Servers • Communication Networks Server Client

  17. Clients • Applications that run on computers • Rely on servers for • Files • Devices • Processing power • Example: E-mail client • An application that enables you to send and receive e-mail Clients are Applications

  18. Servers • Computers or processes that manage network resources • Disk drives (file servers) • Printers (print servers) • Network traffic (network servers) • Example: Database Server • A computer system that processes database queries Servers Manage Resources

  19. Communication Networks Networks Connect Clients and Servers

  20. Client–Server Computing • Process takes place • on the server and • on the client • Servers • Store and protect data • Process requests from clients • Clients • Make requests • Format data on the desktop Client-Server Computing Optimizes Computing Resources

  21. Application Functions • Software application functions are separated into three distinct parts Server: Data Management Client: Presentation & Application Logic

  22. Application Components Data Management 2 Client Types 3 Application Logic 2 Fat Client Thin Client Presentation 1 3 Logical Tiers • Database Applications: • Most common use of client-server architectures

  23. Middleware • Software that connects two otherwise separate applications • Example: Middleware product linking a database system to a Web server Database Server: Manages Data Middleware Links Applications Web Server: Presents Dynamic Pages Client: Requests Data via Web

  24. Types of Servers • Application Servers • Audio/Video Servers • Chat Servers • Fax Servers • FTP Servers • Groupware Servers • IRC Servers • List Servers • Mail Servers • News Servers • Proxy Servers • Telnet Servers • Web Servers Source: http://webopedia.lycos.com

  25. Bibliography • Armitage, G. , Claypool, M. , Branch, P. (2006). Networking and Online G ames. West Sussex: John Wiley & Sons Ltd.

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