Posts Tagged ‘server’

World of Tanks Breaks Concurrent User Record… Again

Saturday, December 10th, 2011, posted by Matt

from the Guinness desk

World of Tanks has broken its own Guinness Record for most concurrent users logged into an MMO server. In November, 250,000 users logged in concurrently into the game, whose servers are powered entirely by BigWorld Technology. We continue to be impressed by Wargaming.net’s wielding of our technology, and wish them continued success moving forward.

World of Tanks Sets New Record

London, UK, Paris, FR and San Francisco, CA (8th December, 2011) — Wargaming.net, the award-winning videogame publisher and developer, is proud to announce that its MMO action game World of Tanks has set a new record.

The MMO action game dedicated to armored warfare has demolished its own Guinness World Record for Most Players Online Simultaneously on One MMO Server, when the number of concurrent accounts logged on to the game’s Russian server totalled an impressive figure of 250,000 players this November.

Wargaming.net team is about to introduce the Update 7.0 and multicluster technology. The latter will significantly increase the overall possible number of active server players by allowing gamers to choose the game cluster with optimal in-game comfort and providing them with a better connection and performance.

“We are more than happy to watch our World of Tanks win over hearts and minds of gamers all around the world,” said Victor Kislyi, CEO of Wargaming.net. “The multicluster technology will enable us to move steadily towards new milestones and records.”

World of Tanks is the first and only team-based massively multiplayer online action game dedicated to armored warfare. Throw yourself into the epic tank battles of World War II with other steel cowboys all over the world. Your arsenal includes more than 150 armored vehicles from America, Germany, and the Soviet Union, carefully detailed with historical accuracy.

A flexible system of authentic vehicle upgrade and development allows you to try any of the vehicles and weapons in the game. Whether you prefer to exhaust your foes with fast and maneuverable light tanks, make deep breaches in enemy lines with all-purpose medium tanks, use the force of giant tanks to eliminate opposing armored forces, or become a heavy sniper with long-range howitzers, each unit type has its own advantages and can be extremely effective when operated by a true tank ace.

But being a great tank commander alone isn’t enough to win! In World of Tanks, it’s all about teamwork. Victory is achieved by combining your combat skills with those of the other members of your team, each playing their own role on the battlefield. Just add your favorite strategy to build your own steel empire and manifest the indisputable authority of the tank power!

Join World of Tanks:

http://game.worldoftanks.eu/registration/ (Europe)
http://game.worldoftanks.com/registration/ (North America)

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100K Users on BigWorld Server: Not “If,” But “Why?”

Friday, June 3rd, 2011, posted by Matt

from the scalability dept.

Lots of discussion popping up these days regarding massive server scaling, cloud computing, and the future of truly massive gaming.

In 1999, BigWorld had 900 entities (realistic user server load) running around in the same space simultaneously. This was neat, but what we quickly came to realize was that we’d been asking ourselves alot of “if” questions quite easily, but not much “why?” At that point it was clear that it would be incumbent on game designers to conceive of awesome practical use cases for having 1,000 people in the same game space simultaneously.

We thought about truly massive gaming, perhaps something like the huge melee battles of Dynasty Warriors 2, a model that has been adopted by BigWorld licensee Userjoy on their title Kingdom Heroes. We thought about Tribes as far as scale, but the server population never really crept up past 50 or so. It’s challenging to conceive of compelling game design at that scale.

Then, in 2005, large scale tests were carried out at the IBM Deep Computing facility in Poughkeepsie, NY. BigWorld successfully demonstrated the linear scalability of its load balancing technology by dynamically balancing 100,000 entities across various cell apps on a single server. Obviously, there are other hardware/fabric issues involved in scaling a gamespace to this population, but we demonstrated that we could conceivably continue to add more and more users without predictable server load.

So, the “if” was proven long ago, but the “why” has yet to be really answered. What are some great game applications for a truly massive co-present gamespace?

Addtl. Reading…



INTC,IBM,NTES,NTES NetEase.com Buys Blade Servers for Tianxia II

Thursday, September 10th, 2009, posted by skg

INTC,IBM,NTES,NTES NetEase.com Buys Blade Servers for Tianxia II

NetEase.com Inc. (Nasdaq: NTES) lately purchased BladeCenter HS22 blade servers from IBM for the operation of its heavyweight 3D online game Tianxia II.

BladeCenter HS22 adopts Xeon 5500 processors made by Intel Corporation (Nasdaq: INTC; SEHK: 4335). It is redesigned on the basis of former BladeCenter servers, adding many new functions. Analysts believe that BladeCenter HS22 has been the most advanced and strongest game server by far.

NetEase.com spent tens of millions of Chinese yuan for the purchase, showing its great confidence in Tianxia II, which is going to start an open beta test on September 20, 2009.

NetEase.com is a leading online game developer and operator as well as Internet portal. It is currently operating online games such as Fantasy Westward Journey, Westward Journey Online II, Heroes of Tang Dynasty, and Westward Journey 3.

In the second quarter of 2009, the company got gross profits of CNY 692 million or USD 101 million. Its revenues from online game services hit CNY 872 million or USD 128 million. By June 30, its total assets reached CNY 7.4 billion or USD 1.1 billion.