7 Sensible and 1 Really Surprising Way EVE Online Scales to Play Huge Games
Wednesday, February 13, 2013 at 9:30AM
General Chicken in Strategy, games

"Everything in war is simple, but the simplest thing is difficult." -- Carl von Clausewitz

Games are proving grounds for software architecture. They combine scale, high performance, challenging problems, a rabid user base, cost sensitivity, and the need for profit. And when games have in-game currency, like EVE Online has, there's money at play, so you can't just get away with a c'est la vie attitude. Engineering must be applied. 

In Planning for war: how the EVE Online servers deal with a 3,000 person battle, we learn some techniques EVE Online uses to handle large games:

7 Sensible...

1 Really Surprising...Time Dilation

Time Dilation. A tricky strategy for responding to server overload by slowing down time. It's like how time goes slow-mo during an accident, but it happens for everyone playing the game, instead of some people experiencing the game in real-time and others experience an unresponsive client. Dilation is not a function of your computer's speed or graphics processing prowess. It's not about cheap servers or bad internet connections. It's about the load on EVE servers and any server can become overloaded.

Time Dilation is not the same as lag, where your client is out of sync with the game state because there aren't enough cycles or network to keep clients up to date. By slowing down time the game can process more missles (or whatever) so clients can be kept in sync. Everyone is still getting an accurate view of the game which means players are still playing against an accurate game state. Brilliant. 

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