Massively multiplayer role-playing games (MMORPGs), are among the most popular types of online game. After the introduction of a typical multitiered client/server architecture for MMORPGs, a method for modeling MMORPG system performance is presented. Then experimental and analytical results for a zoned MMORPG and a seamless MMORPG are proposed. The performance model presented here can be used for automated IT resource allocation at runtime and is thus useful in the context of utility computing and on demand systems.
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