Client-Server and Peer-to-Peer Architectures in Multiplayer Games
2022
- 234Usage
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Example: if you select the 1-year option for an article published in 2019 and a metric category shows 90%, that means that the article or review is performing better than 90% of the other articles/reviews published in that journal in 2019. If you select the 3-year option for the same article published in 2019 and the metric category shows 90%, that means that the article or review is performing better than 90% of the other articles/reviews published in that journal in 2019, 2018 and 2017.
Citation Benchmarking is provided by Scopus and SciVal and is different from the metrics context provided by PlumX Metrics.
Metrics Details
- Usage234
- Abstract Views223
- Downloads10
- Plays1
Paper Description
When designing a game with an online multiplayer aspect, game developers must choose a network architecture that works best for the game’s intended purpose. The network architecture can either be client-server based or peer-to-peer based. But how do they decide which network architecture to use? Developers must understand the benefits and issues each network architecture brings before deciding which one to implement. Client-server architectures are the most common type implemented in multiplayer games, especially in massive multiplayer online games (MMOGs). There are a multitude of resources to help developers implement the architecture and it provides a more profitable business model compared to peer-to-peer architectures. However, they are a susceptible to network failure and bottlenecks on the server-side, which can cause poor playability for users. Client-server architectures are also more expensive to implement and maintain. On the other hand, peer-to-peer architectures, although less common than client-server architectures, are often implemented in multiplayer games that do not require many players to be connected at once. Thus, they are often implemented in fighting games. Peer-to-peer architecture also provides a lower level of latency. However, their networks are not as secured or as consistent as client-server architectures. And because they are less common than client-server architectures, there are less resources available to help developers implement the architecture within their games. In this presentation, I will cover both architectures and discuss benefits and issues associated with them.
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