Interdependent systems

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Apr 222008
 

Next Generation has an informative email from Russell Williams, the CEO of Flying Lab, giving the reasons why they are having to merge servers. It’s a great insight into the complex equation involved in estimating how many servers to have.

One of the items in particular caught my eye:

Game systems
Pirates’ gameplay is very organic, designed in such a way that the different systems feed into one another. In a PvE-only game, focusing mainly on content, this isn’t a big deal. But in Pirates of the Burning Sea we have systems that require a minimum number of players to function correctly, such as our economy, and they break other systems if they’re not working correctly (such as PvP). If we didn’t have these kinds of interdependent systems, we wouldn’t even be considering server merges.

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