How Many Servers Should An MMO Launch With?

Written by: (@winterinformal) | July 17, 2012 3:29 pm

41 Comments

Server merges are nothing new to MMOs. Sometimes they happen well after a game has launched, after the luster has faded and are simply the hallmark of a game that’s entering its inevitable twilight years.

But more often these days, we’re seeing heavily hyped new MMOs that launch, go for a few months, and then “merge” – or whatever they choose to call it – servers. Star Wars: The Old Republic is the latest culprit, but it wasn’t the first (Warhammer Online, Age of Conan, DC Universe Online, etc.) and won’t be the last.

So why do devs do it? Are they really so stupid as to overestimate the popularity of their product?

Maybe a little bit, but if you were playing one of those games the day it launched, you probably faced some egregious queue times, and server merges were the last thing on your – or the devs’ – minds.

So devs are faced with a dilemma: to pump up the server count at launch and make sure everyone gets to play or to keep it low and think of the future, even if it angers players on day one.

That’s not a small consideration, either. The fiery nerd rage that ensues when people have been waiting to play a game for months or years and then can’t the microsecond servers go live makes the surface of the sun feel like Alaska.

The ideal situation is probably to go with a “serverless” system, like Guild Wars 2 or The Secret World, but if that’s not an option, what should devs do? Keep the number servers low and weather the storm of launch-day frustrations? Or make sure everyone can play at launch and deal with the repercussions of low-pop servers later?

Let us know what you think!

How Many Servers Should An MMO Launch With?

  • http://www.facebook.com/people/Michael-Johnson/1353890372 Michael Johnson

    1

    • Old Ben

      Assuming GW2 gets around 3 million players and about 1% of them will be in Lion’s Arch at any given time, how well do you think your system (or your brain) would handle 30000 players on-screen…?

      • http://profile.yahoo.com/ITHF7XKYGVXFAPCDMDJTKHLBBU Lian Wan

        Extremely poorly at less than 1/10,000th of that. :(

  • Kelly Jolliffe

    For theme park MMOs? No more than 10-20. But if at all possible, take the EVE route and go with one huge server/realm/shard.

    • Old Ben

      > if at all possible, companies should take the EVE route
      > and go with one huge mega server.

      That works in Eve because players are spread out all over the universe. If they all had to go to a couple of specific sectors for some essential gameplay elements (ex., daily quests, auction houses, trainers, etc.), those sectors would be unplayable.

      In many games it “makes sense” for some areas to be more populous, and the number of shards has to be decided so that those areas are still playable, even if that means that other areas are kind of empty (which, again, can make sense in some cases – you wouldn’t want the “Great Desert of Al Ghubar” to have hundreds of players hanging around).

      In other words, it’s not just a technical issue, it’s a game setting / world design issue.

  • http://twitter.com/Nathiest Nathiest

    4. With tons of things to kill with a good respwan rate. Or 12 with less things to kill and a normal respawn rate. 

  • http://profile.yahoo.com/3JO75BNS43WDETCNCO7F7XS6Q4 jo

    while guild wars 2 has a good system in place(guesting) they have too many servers imo. at least they better not open up more than another dozen after launch. 96 servers is alot.

  • http://www.facebook.com/obrienweb Chris O’Brien

    I would much rather there be too many servers then not enough when a game launches.  It is much worse to anger the people who already bought your game by not letting them play then to worry about bad publicity from server merges.

    Also, I think devs shouldn’t take their time with server merges.  When there isn’t enough people to play with on a server people will quit.  Just merge the servers that are low pop and worry about people that are playing the game, and not the people that might not play the game.

  • http://www.facebook.com/people/Alex-Mac/777995513 Alex Mac

    Sharding heavily can be just as bad as having separate dedicated servers. Regardless of hype or word of mouth for a product’s initial launch, it is usually best to err on the side of caution and risk queues rather than spread out your population too much.

  • Depravity

    As many as in demand, but there needs to be a merging plan in place kicking in after a few months. And make it publicly known before launch (in a disclaimer) that it will happen. It’s the only rational solution to the shrinking of players after the initial flood phase.

  • BigH001

    To answer the asked question first: I think it’s better to have too few at launch than too many (mergers) later on. If I were a Dev, I would *much* rather people complain saying “the game is too popular I can’t log on” than saying “there’s no one around, the game is dying”. Plus like you said, there’s that forgetfulness that comes with time; it’s better to get the pain out of the way when you have the most fervor than delay it to when things have cooled. Of course it’s even better not to suffer it at all :p

    Which is why I think Guild Wars 2 is doing it right, and any developer making a MMO would be stupid to do it the “old” way. Temporary/overflow servers is where it’s at. It gives the flexibility to handle the mass of players at launch, while not having empty servers later.

    The key is in my view: It’s always easier to add servers later, than remove them. There are a lot more negative connotations with server mergers than with new servers being added.

    • http://twitter.com/dularr Dularr

      At launch, I was seeing 2 hour wait times to get into my SWTOR server.

      • http://www.facebook.com/profile.php?id=1103680651 Dave Jeannotte

         Let me guess… The Swiftsure?  :P

  • scottsummer

    ONE MEGA SERVER

  • Old Ben

    > The ideal situation is probably to go with a “serverless” system,
    > like Guild Wars 2 or The Secret World,

    Neither GW2 nor TSW are “serverless” (which makes no sense) nor do they have a “single server” or a “single shard”. 

    Both have players divided by multiple shards. If you’re in Kingsmouth or Queensdale in shard “A”, you won’t be able to see the players who are in the same region of shard “B”. 

    Those games simply let players transfer their characters whenever they want and, in addition, have the world divided into discrete “regions”, so each region of each shard can effectively be handled as a separate map, and given its own server. On top of that, GW2 will even create secondary servers for each region (the “overflow servers”) if there are too many players in the main one.

    The answer to the question (“how many servers should an MMO launch with?”) is:

    It depends.

    It depends on how many players the game has, how concentrated the characters will be and how well the server and client can handle large numbers of players in close proximity.

    It doesn’t make any sense to talk about the “ideal number of servers” (presumably meaning shards – the term “server” is ambiguous) without knowing the total number of players and how spread out across the game world those players will be.. 

    In a game like WoW where everyone tends to hang around in a couple of cities, having a lot of players per shard would have a big hit on performance (both network performance, because info about all those players needs to be transferred between them, and rendering performance, because it’s a lot of polygons on-screen at the same time). 

    In a game where players are more spread out, the number of players per shard can be bigger (i.e., less shards for the same number of players). Even more so if the game has discrete regions (like GW2, TSW or Eve Online), since each region is effectively like a separate map, which easily can run on a separate (physical) server.

    It’s not impossible to go for a “shardless” approach, where every player sees (for example) a maximum of 50 other players in his region, regardless of how many are logged in. The problem is that, in a game like GW2, this could lead to some events being completed by “invisible” players (i.e., players that you don’t see, because there are 100 or 200 actually logged into that region), and the world would change for no apparent reason. Hence the decision to use overflow servers instead (also, it’s simpler to code). The quests in TSW don’t change the world in such visible ways, but you’d still run the risk of seeing some quest-related zombie spawn “out of nowhere” (i.e., triggered by a player who was not on your screen because there were more than 50 in that area).

    A more meaningful question would probably be “how many players should be near you to make the world feel alive but not too crowded?”, but that would also depend on the type of game and the exact definition of “near”.

    In some areas of the world, seeing 1 or 2 players near you is enough to feel “right”, while in other zones you expect to see at least 30 or 40 people. I’d say anything above 100 characters (PCs + NPCs) gets confusing (even if the performance is acceptable), and anything under 10 doesn’t really feel like an “MMO” (although it might feel “right” for the region).

    • http://twitter.com/BreakingPT Joe D

      TSW runs on one server cluster world-wide.

      • Old Ben

        And how does that contradict anything I wrote? I wonder if you’re replying to posts on a different “dimension”…

  • Draugmahl

     To the point of all this, part of ToR’s issue was that their servers were not designed to handle as many people as they should have been to start with, which forced them to create and even more inflated server count…they still would have needed to do this but they on a smaller scale at least.

  • http://twitter.com/dularr Dularr

    What the heck, GW2 is not serverless.

    GW2 has a tremendous number of servers, which is a strength because you can quickly and easily transfer between servers.

    • Hicks64

      I remember server transfers costing gems, are there free transfers as well?

      • http://profile.yahoo.com/ITHF7XKYGVXFAPCDMDJTKHLBBU Lian Wan

        Probably similar to the BWEs which has free transfers for the first day. For release the period would probably be longer. If I was ANet I would probably make it so transferring from high population to low is free but otherwise it has normal cost.

        In case you are not aware, playing on different servers doesn’t require a server transfer. A transfer is only required to switch which world you represent in WvW. This affects what(if any) WvW buffs you might get and which queue you end up in if WvW is full.

      • http://twitter.com/dularr Dularr

        For GW2 you can always guest on another server or you can do a paid server transfer. Additionally many of the game functions are linked across servers.

        Prior to the SWTOR server mergers, players were not allowed to transfer servers.  You had to re-roll characters to try out a new server.  Plus the market houses, PVP servers and questing was not cross server.

      • Old Ben

        You only need to pay (gems) if you want to represent a different world in WvW, to avoid people hopping into whichever world is winning.

        For PvE you can jump into any world you want at any time, for free.

        • http://twitter.com/BreakingPT Joe D

           Yes.  A B2P game is a charity now.  The charging to move to another server has nothing to do with making money.  *eye roll*

          • Old Ben

            They don’t charge you anything to move to another server in PvE. How does that fit in with your eye-roll? Maybe they’re a “partial charity”…?

            Or maybe they realize that server transfers are an almost irrelevant source of income (few people transfer more than once in their entire playing “career” – most don’t transfer a single time), but also that, without any financial barriers, a significant number of players would just transfer to whichever world happened to be “winning” in WvW, leading to a long-term imbalance.

            Hence you get free transfers in PvE and paid transfers for WvW.

            The real source of income are consumables and vanity items, which people are likely to buy frequently.

          • http://twitter.com/BreakingPT Joe D

            You don’t ‘transfer’ in PvE.  You ‘guest’ in PvE.  You don’t get to stay on the other server and need to be invited into a group that has someone on that server each time.  My eye roll comes from your defense saying that the only reason they charge to move people from server to the next is for imbalance issues.  BS. If that was the only reason, they could  give you lock you out on how many times you do it, like Trion does with Rift.  

          • Old Ben

            > You don’t get to stay on the other server and
            > need to be invited into a group that has
            > someone on that server each time

            No, you don’t. You’re confusing GW2 with TSW. 

            > your defense saying that the
            > only reason they charge

            Can you quote the place where I use the words “the only reason”…? Looks like you might be replying to someone else’s post…

  • http://www.facebook.com/people/Hamad-Ali-Al-Jalahma/512893526 Hamad Ali Al-Jalahma
  • http://twitter.com/thekkadvance The KK Advance

    Its far worse to have to shut down servers and force players to switch/worlds/shards/realms/home what ever then it is to have someone swearing over that their choice in game is just that popular that they have to que to log in the first day or two. 

    And why the hell bring up Diablo 3? Its a single player with Co-Op that shouldnt be on servers in the first place, (dont argue, it is DRM with the RMAH as an excuse and a smart way to make a buck everytime someone buys someting for money) and thats why it was so extra horrible. Had it been an MMO it would have been standard fair for blizzard with log in problems since that still happens every time there is an expansion in WoW.

  • http://twitter.com/Mantose Leo P

    Goldilocks and the three bears comes to mind when thinking of an answer for this question that really can not have an accurate answer with out more information.

    or 

    One server to rule them all, like lotro :P

    • http://profile.yahoo.com/ITHF7XKYGVXFAPCDMDJTKHLBBU Lian Wan

      It’s been a while since I tried lotro but I recall a system similar to GW2′s overflow. I believe each zone had multiple “layers” instead of “overflow”. I don’t remember if you can switch to a specific layer but there was definitely a way to switch to one where your friend is on.

  • Logun 24×7

    I think a better back end tech needs to be implemented to deal with this sort of thing. GW2 seems to have an answer for this with the idea of overflow servers and the ability to temporarily guest play instantly on another server instead of waiting in a queue.   

    • Old Ben

      It’s not just a technology issue. It’s also a game design issue. Games where players tend to be concentrated into a couple of cities run into performance issues very quickly if each shard has a lot of players. But splitting players across multiple instances of the same zone (like overflow servers do) causes world consistency problems (ex., a long event chain can be at completely different “stages” in the main server and in the overflow server).

      Ideally, the game should be designed so that players are spread out as evenly as possible across the world, while still looking realistic (i.e., you do want more people in cities than in deserts, but not so many that performance becomes unbearable, so you need multiple cities that are equally “desirable” for players).

  • http://www.facebook.com/profile.php?id=1260066056 Steven Diaz

    As some have stated, there’s a third choice: build it like Guild Wars.  One mega server with different instances.  You’d never have to worry about different servers and server population.  The population would shift around and never notice the decline until the game is practically dead years down the line.

    • http://profile.yahoo.com/ITHF7XKYGVXFAPCDMDJTKHLBBU Lian Wan

      You mean GW1? You would notice in GW2 because of a shrinking number of people doing DEs with you and just fewer people to fight with/against in WvW. It is still noticable GW1 because the number of active districts will be lower but the impact there is fairly minimal.

  • Revanhavoc

    Jason I’m so glad these thoughts go through your head and you share them with us.

    Though I must say, it makes me question just what kind of thoghts you are having that you DON”T share with us…

    I think the most important aspect to remember is the technological limitations that define the edges around what is possible for huge servers and max numbers of players at all times in an MMO. Those technological limitations apply to developer tech and consumer tech, because not every consumer has a killer PC and broadband internet that can run WvW in Guild Wars 2 without some lag or framerate issues, for exmaple.

    Last point on ”tone down the hype”. I was going to jump all over this, and roll my eyes and that small peanuts business model, but Mike S making the point about gradual growth is an interesting one. Perhaps a compromise is to hype to max what they know for sure they can accomplish, and make sure that it’s a focused concerted effort.

    Launch has to be perfect, yes.

    But everything does not need to be crammed in for that release date.

    • Old Ben

      > Though I must say, it makes me question just what kind
      > of thoghts you are having that you DON”T share with us…

      Jason’s smile suddenly looks a lot dirtier.

      • http://twitter.com/Jayeluu Jason Winter

        Something involving Kate Upton and peanut butter. Gallons and gallons of peanut butter.

  • http://twitter.com/Luke_Malcolm Luke Malcolm

    12 servers at the beginning work with those and add more if needed. Don’t over do it like Rift & SWTOR did. Trying to be like WoW who has 200+ servers over 5 – 6 regions is just gunna bite you in the ass.

  • easytoread

    The server technology exists to cope with an expanding of contracting player base.  Flexibility is key and your cusomers may not thank you for it but they wont be complaining or take much notice…they will be simply using the service.  Unfortunately I imagine server structure is a foundation to your product that cant just be changed wholesale once the game is built around it.

    I’m interested to see how well GW2 works out.  Its nice to see a game developed that also has considerable thought put into the cornerstone of mmos – the ability for players to log in and play on a populated server.

  • http://www.facebook.com/profile.php?id=100001177004206 Danny Goy

    alot of the time developers have next to no control over the hype, its controled by gaming sites and magazines. Also in terms of an mmo i prefer the everyone can get in and then xfers/mergers after and then single player games that require online to love with the q’s as its not hugly dependant on me being in day one with my mates.

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