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Maxims for Multiplayer Games
Bill Grosso
(bill@scientificrevenue.com)
So … You’re Building a Cloud-Based
Multiplayer Game
Let’s talk about ….
People who play games
People Like to Be Social
• If you build chat, people will use it
• If you build voice communications, people will
use it
• If you build places for people to hangout
together, they will use them
• Not entirely a positive thing
– Done well, game is stickier
– Done badly, you look bad
– Easy for people to get sidetracked
– High visibility
People Like to Be Offensive
People Remember Bad Things More
Than Good Things
• “You land a million planes
safely, then you have one
little mid-air and you never
hear the end of it ...”
Good Service Matters
• Even if the question
is stupid, be polite
• Even if it’s not your
fault, be polite
• Even if you’ve been
having a bad day, be
polite
Giving People Free Stuff Makes them
Happier
• One of the first things
people do is move their
wallet and entitlement
management to the
cloud
– Lots of reasons for doing
this
• When a pissed off
customer calls or writes?
Give them some a big
bag of currency.
People Lie, Especially When Its In Their
Interest to Do So
Let’s talk about ….
Vendors who give you cloud-
based APIs to deliver
services.
Actively Use Vendors
• Life is short
• Time to market matters
• You’re building a game;
focus on the gameplay
• Vendors are the way you
share development costs
with your competitors
– For the stuff you don’t
want to compete on
Vendors Lie
• Vendors are (mostly)
reliable.
• But they don't have
your best interests in
mind
– And the guy on the
phone will
(sometimes subtly)
misinform you
Keep Vendors Out of the Game Loop
• Local caches
• Messages in
background threads
• If the service fails,
the game shouldn’t
– And it shouldn’t slow
down
The Mythical 4 Hour Integration
• Vendors rarely tell the truth about time to
integrate
• “It takes 4 to 8 hours” means
– It will take at least 8 hours
– It will only take 8 hours if
• You’ve already read all the documentation
• You understand the underlying conceptual model
completely
• You’ve integrated to the service, or a service like
it, before
• Your code is already architected in such a way
that the places to hook in the integration are
already built
• Your data model is completely compatible with
their data model
• You only want have the “easy half” of the benefits
• You’ve had a red bull or two already
• Bottom line: if they don’t have a demo game,
and the competition does, use the competition
• Backdoor customer references are good
Failure is Hard to Define
• What does “down” mean
for a web service?
• What if ….
– What if you iframe them
in and that works but
displays a “fail whale”
– 5% of calls fail with a 400
error, but succeed on the
retry
– Calls were taking 100
milliseconds yesterday
but are taking 500
milliseconds today
The Concept of Nested Failure
Read the SLA
• Most SLA’s don’t define “up” or
“down”
• Most SLA’s don’t have a third-
party validation process for
downtime
– “You’re down”
– “No we’re not”
• Most SLAs have carveouts for
maintenance windows
• Most SLA’s don’t define remedies
for downtime
– Common practice is to either not
mention it or to offer a time-
based refund
– Is refunding for the two hours the
service was down really enough
of a remedy? Really?
Let’s talk about ….
The performance of your
cloud-based systems
You Are Your Own Worst Vendor
• Seriously
• Everything I said
about vendors
applies to you
The Internet is Always in a State of
Partial Failure
The Mobile Internet is Always Slow
and in a State of Partial Failure
+ +
=
Server Performance Isn’t What
Matters
• What matters is the total
roundtrip from the game client
to the cloud and back
• If it costs 200 milliseconds to
do a roundtrip from the phone,
10 extra milliseconds in the
server farm doesn’t matter
– What matters is making the
call in the background
– Or doing predictive fetching
– Or performing the operation
locally and then storing the
results in the server
Data is Easy, the Right Questions Are
Hard
• “Data Driven” is the
wrong idea
– “Curious” is the right idea
• The process is
– Good Question!
– What would an answer to
the question look like
– What data, if we had it,
would give us the answer
on a silver platter?
– How do we get that data?
Sometimes, Things Click
• “Wow, that advertising campaign really
worked and we tripled our user base”
• “Really? How’d the servers handle it?”
• “They melted down. But … the advertising
really worked!”
Let’s talk about ….
Legal Stuff
The Legal System is Getting More
Behinder With Each Minute
• Lawsuits are expensive
• Terms are ill-defined
• Most legislation is from
decades or centuries ago
• Impact of existing statues
is unclear
• Controlling legal
authority is ambiguous
• Get things in writing,
clearly, and always have a
backup plan

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Maxims for Multiplayer Games

  • 1. Maxims for Multiplayer Games Bill Grosso (bill@scientificrevenue.com)
  • 2.
  • 3. So … You’re Building a Cloud-Based Multiplayer Game
  • 4. Let’s talk about …. People who play games
  • 5. People Like to Be Social • If you build chat, people will use it • If you build voice communications, people will use it • If you build places for people to hangout together, they will use them • Not entirely a positive thing – Done well, game is stickier – Done badly, you look bad – Easy for people to get sidetracked – High visibility
  • 6. People Like to Be Offensive
  • 7. People Remember Bad Things More Than Good Things • “You land a million planes safely, then you have one little mid-air and you never hear the end of it ...”
  • 8. Good Service Matters • Even if the question is stupid, be polite • Even if it’s not your fault, be polite • Even if you’ve been having a bad day, be polite
  • 9. Giving People Free Stuff Makes them Happier • One of the first things people do is move their wallet and entitlement management to the cloud – Lots of reasons for doing this • When a pissed off customer calls or writes? Give them some a big bag of currency.
  • 10. People Lie, Especially When Its In Their Interest to Do So
  • 11. Let’s talk about …. Vendors who give you cloud- based APIs to deliver services.
  • 12. Actively Use Vendors • Life is short • Time to market matters • You’re building a game; focus on the gameplay • Vendors are the way you share development costs with your competitors – For the stuff you don’t want to compete on
  • 13. Vendors Lie • Vendors are (mostly) reliable. • But they don't have your best interests in mind – And the guy on the phone will (sometimes subtly) misinform you
  • 14. Keep Vendors Out of the Game Loop • Local caches • Messages in background threads • If the service fails, the game shouldn’t – And it shouldn’t slow down
  • 15. The Mythical 4 Hour Integration • Vendors rarely tell the truth about time to integrate • “It takes 4 to 8 hours” means – It will take at least 8 hours – It will only take 8 hours if • You’ve already read all the documentation • You understand the underlying conceptual model completely • You’ve integrated to the service, or a service like it, before • Your code is already architected in such a way that the places to hook in the integration are already built • Your data model is completely compatible with their data model • You only want have the “easy half” of the benefits • You’ve had a red bull or two already • Bottom line: if they don’t have a demo game, and the competition does, use the competition • Backdoor customer references are good
  • 16. Failure is Hard to Define • What does “down” mean for a web service? • What if …. – What if you iframe them in and that works but displays a “fail whale” – 5% of calls fail with a 400 error, but succeed on the retry – Calls were taking 100 milliseconds yesterday but are taking 500 milliseconds today
  • 17. The Concept of Nested Failure
  • 18. Read the SLA • Most SLA’s don’t define “up” or “down” • Most SLA’s don’t have a third- party validation process for downtime – “You’re down” – “No we’re not” • Most SLAs have carveouts for maintenance windows • Most SLA’s don’t define remedies for downtime – Common practice is to either not mention it or to offer a time- based refund – Is refunding for the two hours the service was down really enough of a remedy? Really?
  • 19. Let’s talk about …. The performance of your cloud-based systems
  • 20. You Are Your Own Worst Vendor • Seriously • Everything I said about vendors applies to you
  • 21. The Internet is Always in a State of Partial Failure
  • 22. The Mobile Internet is Always Slow and in a State of Partial Failure + + =
  • 23. Server Performance Isn’t What Matters • What matters is the total roundtrip from the game client to the cloud and back • If it costs 200 milliseconds to do a roundtrip from the phone, 10 extra milliseconds in the server farm doesn’t matter – What matters is making the call in the background – Or doing predictive fetching – Or performing the operation locally and then storing the results in the server
  • 24. Data is Easy, the Right Questions Are Hard • “Data Driven” is the wrong idea – “Curious” is the right idea • The process is – Good Question! – What would an answer to the question look like – What data, if we had it, would give us the answer on a silver platter? – How do we get that data?
  • 25. Sometimes, Things Click • “Wow, that advertising campaign really worked and we tripled our user base” • “Really? How’d the servers handle it?” • “They melted down. But … the advertising really worked!”
  • 26. Let’s talk about …. Legal Stuff
  • 27. The Legal System is Getting More Behinder With Each Minute • Lawsuits are expensive • Terms are ill-defined • Most legislation is from decades or centuries ago • Impact of existing statues is unclear • Controlling legal authority is ambiguous • Get things in writing, clearly, and always have a backup plan