[QUOTE="Supa__Mario"][QUOTE="Danm_999"] if you know something i dont......then go ahead and explain......if you read after that post u would see i stated clearly how the server system works for mmo games....but dont try to make a fool of me with nothing.......Danm_999
In your initial post, you compared the current servers Sony provides for games to MMORPG servers. A ridiculous comparison, since MMORPG servers are completely different. These types of servers, unlike say, Resistance or Killzone, ARE the game.
They need to store all data about all aspects of your character, all characters at once, all content, constantly update and communicate all this information between client and host. That's incredibly more 'costly and complicated' than an online game where it only needs to store the specifics of a current matchup.
As to your second post:
here are some ways it is possible......"To support all those players, MMOGs need large-scale game worlds, and servers to connect players to those worlds. Sometimes a game features a universe which is copied onto different servers, separating players, and this is called a "sharded" universe. Other games will feature a single universe which is divided among servers, and requires players to switch. Still others will only use one part of the universe at any time."Supa__Mario
Now, I realize you copied this information directly from Wikipedia, so obviously your knowledge of MMORPGs isn't great.
You also claim World of Warcraft uses the "second method" of these in a later post, presumably "the single universe divided amongst servers, which requires players to switch".
It actually uses the first method. Often you'll notice during a crash in WoW, certain continents are accessible, while others aren't. This is because different continents are housed on different servers, ergo it's a sharded universe.
Now, back to your original point, there are of course methods of running an MMORPG without needed the revenue for a monthly fee, like Guild Wars. However, games like this instance 90% of themselves (basically, you're playing a single player game or small co-op game outside most capital cities and in dungeons, you only interact with other players inside cities).
This is not for example, how FF11 works. FF11 works more like a traditional MMORPG, it has about 30 worlds on a cluster of servers, with a few thousand characters on each. This requires a fee to maintain, unlike the Guild Wars model.
For FF14, Square have already stated they'll be announcing the online fee in the future, hence it will exist. They don't appear to be going with the Guild Wars model.
"since MMORPG servers are completely different".....this invalidates your whole post......a server is a server........some reset.....some are dedicated.........the only thing for mmo games are there are More servers....not different.....plz.......just stop
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