<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>The Monash Report &#187; ArenaNet, NCsoft, and Guild Wars</title>
	<atom:link href="http://www.monashreport.com/category/vendors/arenanet-ncsoft-and-guild-wars/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.monashreport.com</link>
	<description>Technology ... politics ... marketing ... strategy ... life</description>
	<lastBuildDate>Mon, 16 Jan 2012 09:31:14 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.0.3</generator>
		<item>
		<title>Guild Wars game notes</title>
		<link>http://www.monashreport.com/2007/06/09/guild-wars-game-notes/</link>
		<comments>http://www.monashreport.com/2007/06/09/guild-wars-game-notes/#comments</comments>
		<pubDate>Sun, 10 Jun 2007 02:08:33 +0000</pubDate>
		<dc:creator>Curt Monash</dc:creator>
				<category><![CDATA[ArenaNet, NCsoft, and Guild Wars]]></category>
		<category><![CDATA[Fun stuff]]></category>
		<category><![CDATA[Games and virtual worlds]]></category>
		<category><![CDATA[ArenaNet]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[Guild Wars]]></category>
		<category><![CDATA[MMO]]></category>
		<category><![CDATA[NCsoft]]></category>
		<category><![CDATA[RPG]]></category>

		<guid isPermaLink="false">http://www.monashreport.com/2007/06/09/guild-wars-game-notes/</guid>
		<description><![CDATA[I had the opportunity to interview Mike O&#8217;Brien and Pat Wyatt, founders and lead developers for ArenaNet, makers of Guild Wars. This led to two lengthy posts on the technology of Guild Wars (overview) and the database technology of Guild Wars. Those were really, as the titles suggest, tech-focused. This post, by way of contrast, [...]]]></description>
			<content:encoded><![CDATA[<p style="margin-bottom: 0in">I had the opportunity to interview Mike O&#8217;Brien and Pat Wyatt, founders and lead developers for ArenaNet, makers of Guild Wars.  This led to two lengthy posts on <a href="http://www.monashreport.com/2007/06/09/technology-of-guild-wars/" >the technology of Guild Wars (overview)</a> and <a href="http://www.dbms2.com/2007/06/09/the-database-technology-of-guild-wars/" onclick="javascript:pageTracker._trackPageview('/www.dbms2.com');">the database technology of Guild Wars</a>.  Those were really, as the titles suggest, tech-focused.  This post, by way of contrast, is just to share interesting game-related tidbits with fellow Guild Wars players.  I came away with three key notes:</p>
<ol>
<li>
<p style="margin-bottom: 0in">Don&#8217;t hold your breath for an 	auction house.  (The reasons are spelled out near the end of the 	<a href="http://www.dbms2.com/2007/06/09/the-database-technology-of-guild-wars/" onclick="javascript:pageTracker._trackPageview('/www.dbms2.com');">database post</a>.)</p>
</li>
<li>
<p style="margin-bottom: 0in">Cartographer titles really are 	calculated based on what fraction of the total possible pixels 	you&#8217;ve opened up, of course with a few grace percentage points so 	that you don&#8217;t need to really open EVERYTHING to get the 100% title. 	 It&#8217;s that simple.  (And it makes sense.  They store the character&#8217;s 	map anyway; there&#8217;s little effort in also noting its size.)</p>
</li>
<li>
<p style="margin-bottom: 0in">Persistence (non-instancing) isn&#8217;t 	as hard as they thought, and they didn&#8217;t think it would be all that 	hard anyway.  So in Guild Wars 2 they will have “more sense of a 	world,” even as there are also plenty of instanced areas <span style="font-style: normal">ala</span> the current Guild Wars.</p>
</li>
</ol>
<p style="margin-bottom: 0in">There also is tons of cool stuff in the tech posts, and I hope you have a chance to look at them!</p>
]]></content:encoded>
			<wfw:commentRss>http://www.monashreport.com/2007/06/09/guild-wars-game-notes/feed/</wfw:commentRss>
		<slash:comments>5</slash:comments>
		</item>
		<item>
		<title>The technology of Guild Wars (overview)</title>
		<link>http://www.monashreport.com/2007/06/09/technology-of-guild-wars/</link>
		<comments>http://www.monashreport.com/2007/06/09/technology-of-guild-wars/#comments</comments>
		<pubDate>Sun, 10 Jun 2007 02:00:23 +0000</pubDate>
		<dc:creator>Curt Monash</dc:creator>
				<category><![CDATA[ArenaNet, NCsoft, and Guild Wars]]></category>
		<category><![CDATA[Fun stuff]]></category>
		<category><![CDATA[Games and virtual worlds]]></category>
		<category><![CDATA[Online and mobile services]]></category>
		<category><![CDATA[Software as a service]]></category>
		<category><![CDATA[ArenaNet]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[Guild Wars]]></category>
		<category><![CDATA[MMO]]></category>
		<category><![CDATA[NCsoft]]></category>
		<category><![CDATA[RPG]]></category>

		<guid isPermaLink="false">http://www.monashreport.com/2007/06/09/technology-of-guild-wars/</guid>
		<description><![CDATA[Being an analyst has its perks, the main one being that you get to have some really interesting conversations. And so I recently had the chance to interview Mike O’Brien and Pat Wyatt, two of the founders and lead programmers for ArenaNet, makers of the Guild Wars MMORPG (Massively MultiPlayer Online Role-Playing Game). If you [...]]]></description>
			<content:encoded><![CDATA[<p>Being an analyst has its perks, the main one being that you get to have some really interesting conversations.  And so I recently had the chance to interview Mike O’Brien and Pat Wyatt, two of the founders and lead programmers for ArenaNet, makers of the Guild Wars MMORPG (Massively MultiPlayer Online Role-Playing Game).</p>
<p style="margin-bottom: 0in">If you play games of this sort, it’s surely obvious to you why you should care.  But if you don’t, maybe you should be interested anyway.  After all, Guild Wars is a graphics-intensive SaaS offering that easily supports 100,000 simultaneous users, while managing a gig or so of fat client even over dial-up speeds.  Every user is a potential hacker, whether for fun or actual real-world cash profit, although we didn’t actually talk about security very much.  And ArenaNet provides all this on a relatively shoestring budget; in particular, Guild Wars subscription fees are precisely $0. </p>
<p> <span id="more-152"></span></p>
<p style="margin-bottom: 0in"><em>Note:  If you’re familiar with video RPGs but not MMORPGs, please just read on; the main salient difference is that in an MMORPG lots of people play at once.  If you’re familiar with other MMORPGs but not Guild Wars, there’s one GW-specific design feature you should know of – Guild Wars is</em> instanced.  <em>That is, a group of 1-24 players will get their own private copy of the game world.  Any changes to the environment (e.g. player movement, monster-killing) are made only by them. </em></p>
<p style="margin-bottom: 0in"><em>And if you’re not familiar with video RP</em><em>Gs at all,</em> <em>I suggest you stop working quite so hard and go play. <img src='http://www.monashreport.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </em></p>
<p style="margin-bottom: 0in">Here are some of the technical highlights I managed to glean in a brief half-hour conversation:</p>
<ul>
<li>
<p style="margin-bottom: 0in">The client doesn’t do much 	except graphical presentation and input preparation (including 	encryption).  This is a deliberate security choice.  They assume the 	game client is infinitely hackable, and hence limit its power to 	sending a small number of well-defined messages.</p>
</li>
<li>
<p style="margin-bottom: 0in">Their servers run on blades – 	originally all IBM, now more varied.   Generally these are 2.8 	gigahertz dual-processor Xeon IBM blades with 2.5 gigs of RAM.</p>
</li>
<li>
<p style="margin-bottom: 0in">There are a number of different 	categories of servers.  These include:  Authorization/log-in, game 	update download, actual gameplay, database cache, DBMS, several 	secondary game functions (e.g. guild membership, tournaments), and 	watchdogs overseeing the rest.</p>
</li>
<li>
<p style="margin-bottom: 0in">Gameplay servers can support 	2500-3500 users each, with the main limitation being addressable 	memory.  (They run on 32-bit Microsoft Windows.)  3500 users is a 	bit uncomfortable.   This matches well against the fact that 	character records are several 10s of kilobytes, for reasons I 	explain in this companion post on <a href="http://www.dbms2.com/2007/06/09/the-database-technology-of-guild-wars/" onclick="javascript:pageTracker._trackPageview('/www.dbms2.com');">Guild Wars data management</a>.</p>
</li>
<li>
<p style="margin-bottom: 0in">There are 4 ½ million total 	lines of code.</p>
</li>
<li>
<p style="margin-bottom: 0in">Their connectivity design goal is 	.0045 megabits/sec/user, and they’re close to achieving it.  	Dial-up is a fairly realistic way to play.  (That said, as a player 	I can tell you it creates some lags that make a dial-up user less 	than idea to be partnered with.)</p>
</li>
<li>
<p style="margin-bottom: 0in">Reliability is not just a nice 	thing for users, but an actual game integrity concern.  There are 	possible exploits in MMORPGs that involve deliberately crashing a 	server when a goods-trade transaction is partway through.  ArenaNet 	fights this both by focusing on transaction integrity (but not in 	the way you may think; I refer you again to the <a href="http://www.dbms2.com/2007/06/09/the-database-technology-of-guild-wars/" onclick="javascript:pageTracker._trackPageview('/www.dbms2.com');">database-focused 	companion post</a>) and by generally trying to make their database cache 	servers extremely reliable.  Database cache servers typically stay 	up 150-200+ days at a time.</p>
</li>
</ul>
<p style="margin-bottom: 0in"><em>*Note:  There is a high level of motivation for cheating in MMORPGs.   One of the biggest is that professionals in low-wage but well-wired countries acquire fictional gold, so that they can sell it for real money.  Gold sellers are a huge concern to ArenaNet.</em></p>
<p style="margin-bottom: 0in">That&#8217;s just some of what I heard.  For more on the technology of Guild Wars, please see my companion post on <a href="http://www.dbms2.com/2007/06/09/the-database-technology-of-guild-wars/" onclick="javascript:pageTracker._trackPageview('/www.dbms2.com');">the database technology of Guild Wars</a> and <a href="http://www.monashreport.com/2007/06/09/guild-wars-game-notes/" >Guild Wars game notes</a>.  This interview is also just one of several I plan with game and virtual world companies, so I hope to in the future address other kinds of issues, such as rules and AI.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.monashreport.com/2007/06/09/technology-of-guild-wars/feed/</wfw:commentRss>
		<slash:comments>5</slash:comments>
		</item>
	</channel>
</rss>

