seductrice.net

universo-virtual.com

buytrendz.net

thisforall.net

benchpressgains.com

qthzb.com

mindhunter9.com

dwjqp1.com

secure-signup.net

ahaayy.com

tressesindia.com

puresybian.com

krpano-chs.com

cre8workshop.com

hdkino.org

peixun021.com

qz786.com

utahperformingartscenter.org

worldqrmconference.com

shangyuwh.com

eejssdfsdfdfjsd.com

playminecraftfreeonline.com

trekvietnamtour.com

your-business-articles.com

essaywritingservice10.com

hindusamaaj.com

joggingvideo.com

wandercoups.com

wormblaster.net

tongchengchuyange0004.com

internetknowing.com

breachurch.com

peachesnginburlesque.com

dataarchitectoo.com

clientfunnelformula.com

30pps.com

cherylroll.com

ks2252.com

prowp.net

webmanicura.com

sofietsshotel.com

facetorch.com

nylawyerreview.com

apapromotions.com

shareparelli.com

goeaglepointe.com

thegreenmanpubphuket.com

karotorossian.com

publicsensor.com

taiwandefence.com

epcsur.com

southstills.com

tvtv98.com

thewellington-hotel.com

bccaipiao.com

colectoresindustrialesgs.com

shenanddcg.com

capriartfilmfestival.com

replicabreitlingsale.com

thaiamarinnewtoncorner.com

gkmcww.com

mbnkbj.com

andrewbrennandesign.com

cod54.com

luobinzhang.com

faithfirst.net

zjyc28.com

tongchengjinyeyouyue0004.com

nhuan6.com

kftz5k.com

oldgardensflowers.com

lightupthefloor.com

bahamamamas-stjohns.com

ly2818.com

905onthebay.com

fonemenu.com

notanothermovie.com

ukrainehighclassescort.com

meincmagazine.com

av-5858.com

yallerdawg.com

donkeythemovie.com

corporatehospitalitygroup.com

boboyy88.com

miteinander-lernen.com

dannayconsulting.com

officialtomsshoesoutletstore.com

forsale-amoxil-amoxicillin.net

generictadalafil-canada.net

guitarlessonseastlondon.com

lesliesrestaurants.com

mattyno9.com

nri-homeloans.com

rtgvisas-qatar.com

salbutamolventolinonline.net

sportsinjuries.info

wedsna.com

rgkntk.com

bkkmarketplace.com

zxqcwx.com

breakupprogram.com

boxcardc.com

unblockyoutubeindonesia.com

fabulousbookmark.com

beat-the.com

guatemala-sailfishing-vacations-charters.com

magie-marketing.com

kingstonliteracy.com

guitaraffinity.com

eurelookinggoodapparel.com

howtolosecheekfat.net

marioncma.org

oliviadavismusic.com

shantelcampbellrealestate.com

shopleborn13.com

topindiafree.com

v-visitors.net

djjky.com

053hh.com

originbluei.com

baucishotel.com

33kkn.com

intrinsiqresearch.com

mariaescort-kiev.com

mymaguk.com

sponsored4u.com

crimsonclass.com

bataillenavale.com

searchtile.com

ze-stribrnych-struh.com

zenithalhype.com

modalpkv.com

bouisset-lafforgue.com

useupload.com

37r.net

autoankauf-muenster.com

bantinbongda.net

bilgius.com

brabustermagazine.com

indigrow.org

miicrosofts.net

mysmiletravel.com

selinasims.com

spellcubesapp.com

usa-faction.com

hypoallergenicdogsnames.com

dailyupdatez.com

foodphotographyreviews.com

cricutcom-setup.com

chprowebdesign.com

katyrealty-kanepa.com

tasramar.com

bilgipinari.org

four-am.com

indiarepublicday.com

inquick-enbooks.com

iracmpi.com

kakaschoenen.com

lsm99flash.com

nana1255.com

ngen-niagara.com

technwzs.com

virtualonlinecasino1345.com

wallpapertop.net

casino-natali.com

iprofit-internet.com

denochemexicana.com

eventhalfkg.com

medcon-taiwan.com

life-himawari.com

myriamshomes.com

nightmarevue.com

healthandfitnesslives.com

androidnews-jp.com

allstarsru.com

bestofthebuckeyestate.com

bestofthefirststate.com

bestwireless7.com

britsmile.com

declarationintermittent.com

findhereall.com

jingyou888.com

lsm99deal.com

lsm99galaxy.com

moozatech.com

nuagh.com

patliyo.com

philomenamagikz.net

rckouba.net

saturnunipessoallda.com

tallahasseefrolics.com

thematurehardcore.net

totalenvironment-inthatquietearth.com

velislavakaymakanova.com

vermontenergetic.com

kakakpintar.com

begorgeouslady.com

1800birks4u.com

2wheelstogo.com

6strip4you.com

bigdata-world.net

emailandco.net

gacapal.com

jharpost.com

krishnaastro.com

lsm99credit.com

mascalzonicampani.com

sitemapxml.org

thecityslums.net

topagh.com

flairnetwebdesign.com

rajasthancarservices.com

bangkaeair.com

beneventocoupon.com

noternet.org

oqtive.com

smilebrightrx.com

decollage-etiquette.com

1millionbestdownloads.com

7658.info

bidbass.com

devlopworldtech.com

digitalmarketingrajkot.com

fluginfo.net

naqlafshk.com

passion-decouverte.com

playsirius.com

spacceleratorintl.com

stikyballs.com

top10way.com

yokidsyogurt.com

zszyhl.com

16firthcrescent.com

abogadolaboralistamd.com

apk2wap.com

aromacremeria.com

banparacard.com

bosmanraws.com

businessproviderblog.com

caltonosa.com

calvaryrevivalchurch.org

chastenedsoulwithabrokenheart.com

cheminotsgardcevennes.com

cooksspot.com

cqxzpt.com

deesywig.com

deltacartoonmaps.com

despixelsetdeshommes.com

duocoracaobrasileiro.com

fareshopbd.com

goodpainspills.com

hemendekor.com

kobisitecdn.com

makaigoods.com

mgs1454.com

piccadillyresidences.com

radiolaondafresca.com

rubendorf.com

searchengineimprov.com

sellmyhrvahome.com

shugahouseessentials.com

sonihullquad.com

subtractkilos.com

valeriekelmansky.com

vipasdigitalmarketing.com

voolivrerj.com

zeelonggroup.com

1015southrockhill.com

10x10b.com

111-online-casinos.com

191cb.com

3665arpentunitd.com

aitesonics.com

bag-shokunin.com

brightotech.com

communication-digitale-services.com

covoakland.org

dariaprimapack.com

freefortniteaccountss.com

gatebizglobal.com

global1entertainmentnews.com

greatytene.com

hiroshiwakita.com

iktodaypk.com

jahatsakong.com

meadowbrookgolfgroup.com

newsbharati.net

platinumstudiosdesign.com

slotxogamesplay.com

strikestaruk.com

trucosdefortnite.com

ufabetrune.com

weddedtowhitmore.com

12940brycecanyonunitb.com

1311dietrichoaks.com

2monarchtraceunit303.com

601legendhill.com

850elaine.com

adieusolasomade.com

andora-ke.com

bestslotxogames.com

cannagomcallen.com

endlesslyhot.com

iestpjva.com

ouqprint.com

pwmaplefest.com

qtylmr.com

rb88betting.com

buscadogues.com

1007macfm.com

born-wild.com

growthinvests.com

promocode-casino.com

proyectogalgoargentina.com

wbthompson-art.com

whitemountainwheels.com

7thavehvl.com

developmethis.com

funkydogbowties.com

travelodgegrandjunction.com

gao-town.com

globalmarketsuite.com

blogshippo.com

hdbka.com

proboards67.com

outletonline-michaelkors.com

kalkis-research.com

thuthuatit.net

buckcash.com

hollistercanada.com

docterror.com

asadart.com

vmayke.org

erwincomputers.com

dirimart.org

okkii.com

loteriasdecehegin.com

mountanalog.com

healingtaobritain.com

ttxmonitor.com

nwordpress.com

11bolabonanza.com

Amazon reflects on New World launch: ‘the numbers grew so quickly and so close to launch it caught us by surprise’ | Game News
0.4 C
Munich
Tuesday, December 10, 2024

Amazon reflects on New World launch: ‘the numbers grew so quickly and so close to launch it caught us by surprise’

Must read

New World launched this week and, as our review-in-progress says, it’s complicated. MMO launches are notoriously difficult and almost every game has its issues, with New World being no exception. 

But there are small problems and there are huge problems: New World suffered from some overlong queues and coping with server demand, but it didn’t collapse and now seems to be powering-through its teething struggles. PC Gamer spoke to Rich Lawrence, the head of developer Amazon Games (AG), about New World’s first days in the wild—and what was going on behind-the-scenes.

PC Gamer: What was the biggest blockage New World’s launch ran into? It seemed to be going well when it was just the EU servers.

Rich Lawrence: The only substantial issue we’ve had is load driven by demand. Each of the regions we targeted for launch opened on time in their respective areas. So it was less about EU going well, and more about just the very high number of players who showed up ready to play over time.

PCG: Did AG anticipate player behavior such as region-switching to avoid queues, and was this as big an issue as some thought?

RL: We believe in choice for players, so we deliberately provided the ability to change regions, and just supply the information of what that means in terms of latency impact. Gamers tend to be well informed and understand the consequences of higher latency, so it’s their choice. It wasn’t an issue.

PCG: There is a perception that this is simply a number-crunching problem: “oh why don’t they just turn more servers on.” Is that mistaken?

RL: I wouldn’t call it mistaken, but there is a lot of detail that can get lost there. Each server that a player sees is actually multiple machines configured to talk to each other—if we do our jobs right, that is not visible to the players, but it’s still a complication.

The machines have different roles, and thus different configurations and data to work with, that needs to be copied in place. They have network rules to talk to each other and the players in order to be secure. They need to be plugged in to larger systems, like log-in, or customer service. And once all that is done you need to test them, because there’s always the small chance of bad hardware somewhere, and even automated systems sometimes break on copying a file, that kind of thing. And though we automate many steps, it always requires some humans—a server needs a name, decisions on whether it should be a specific language, where it goes, how to notify customers it’s available; including translating to local languages.

I completely understand the player perspective of “I need a server to play on, now!” We heard that loud and clear. In the first day of operation we doubled the number of servers. That’s well over a thousand machines, hundreds of thousands of configurations and changes. I describe this to illustrate that it has a time component. It’s time we are happy to spend of course, but not trivial and absolutely not something that we were taking casually. If we had been sitting around and just not turning on servers, I’d be furious with us as a team. That wasn’t the case; we worked frantically non-stop through the first 40 hours of operation and we’re keeping up that pace, with more servers pouring in. We will keep them coming until it’s not a problem.

PCG: Can you explain in layman’s terms the logistical challenge of launching a game that needs to handle almost a million players on day one?

RL: The question above hits on a good portion of it. Thousands of machines working together is not trivial, although a lot depends on the game type in the first place—MMOs are one of the most complex. Luckily we have [Amazon Web Services] AWS for many aspects, so actually getting a machine for instance is incredibly easy—tying a set of them together and making them into a New World server is most of the work. But to the core of your question, the primary challenge is coordination. Even if everything about the service side was a magic button that just said ‘run game,’ you would have a ton of coordination to track.

PCG: What was the biggest unforeseen problem?

RL: Absolutely it was the scale of demand. Which on the one hand, great! We’re enthused by player interest in the game. But we didn’t have anywhere near this strong an indication from pre-orders or beta—we were happy with both, to be clear, but the numbers grew so quickly and so close to launch it caught us by surprise, I have to admit.

PCG:  Do you think it’s possible to launch an MMO ‘smoothly’ or is that just an illusion?

RL: There are approaches that reduce risk considerably, but with tradeoffs. You can focus on player connections […] and that is often beneficial for large scale—in those models you tend to think of hosting processes as a pool, and invoke them any time they are needed. Players often perceive this as “phasing”, “vertical phases”, “channels”, it goes by many different names. If you do a great job of that than arguably a “server” is just a label, and players can go anywhere.

The tradeoffs are it tends to mix up socialization—you don’t see the same people around you in game, or at least not as often. Which can be bad for both PvE and PvP gameplay, where a lot of the enjoyment can come from knowing your friend/opponent that you run across in the world.

This isn’t the only way, but if for example you took that approach, and had enough pool resources on day one, and no bugs, and had tested to scale—which is a huge challenge, since you can simulate a million players but bots just aren’t players—if all that happened you can have a smooth launch. For us that would have meant a very different game than New World though, without the seamless open world aspect, not as large in outdoor environments, and some other aspects.

PCG: If you were going to launch New World again, is there anything you’d do differently?

RL: This is probably very obvious, but I would have started with considerably more servers ready on day one. We had what looked right based on pre-order indicators, but we missed the mark on that, and didn’t give the players the experience we had worked so hard to provide them. I also would have had character transfers ready on day one—we knew they were important, but we chose gameplay features as a priority running up to launch. We’ll get transfers in soon; the feature is already well in-progress.

- Advertisement -

More articles

- Advertisement -

Latest article