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(Zona) Not necessarily the most important thing, then again, I don't know how they're doing it.
They are actually using a business-oriented MOM as infrastructure. It's either Tibco or BEA, I can't remember. They tie in this bus with a powerful SQL database and built some game-oriented rules for world management and security policies. It's a nice solution if your expertise is low on the backend side, but priced too high IMHO.
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(RebelArts)Not sure how important this is.
=-) This hand-tuned-for-AMD-processor database is probably the best-of-breed in raw performance numbers. However, they offer little client-side which obviously don't help to produce a better client (and a better experience for our customers). mySQL is less powerful, but its free.
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(Quazal)This can be very important, though I'm not really sure what they truly mean by 'decentralizing' the game state.
Well, since their stuff is less 'definable'... They manage the game state on both the client-side and the server-side. On the client, you're using C++ class intances that represents remote objects as if they were local. Dead reckoning is built in, as well as network emulation. They have what they call adaptors to plug directly into Renderware and Havok, so you don't bother with distributed physics problems and 3D-network integration is a snap. On the server-side, the game state is distributed across as many PC you want and it handles dynamic load balancing among game objects, dynamic resizing of cells, etc. It's weird at first when you're used to socket programming, but it's very intuitive and powerful once you're into it. PS2, Xbox, Windows and Linux.
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(BigWorld)From what I've seen, they may actually have one of the best solutions out there.
They actually have a very nice architecture. They have been working on it for years and I was very impressed with their demonstrations. You just don't feel on a variable latency network anymore. All their components being already integrated, working nicely and technically advanced. If you are developing solely for PC, then I would suggest to give it a try.
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If making sure that the product is perfectly suited to your purposes is most important and maximizing return on investment, building your own product is the best way to go.
Well, there is more to middleware than time-to-market. Depending on the team you have at your disposal, you have a certain amount of risks in your development. Of course this translate into time in the end, but I feel more confident in focusing the energies of my team in areas where the most value can be created. Networking stuff has probably the less perceived value because you don't see it. But you know it's broken when it fails to deliver. If I can spend tthe equivalent of network programmer's time on pixel and vertex shaders for a distinctive look, then the consumer will most likely notice it.
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You can expect to earn about 20-25% profit ratio, so around $20 Million of that will be profit. If you used a middleware product you have to ask yourself whether it was worth $6-8 Million.
I think this is where you are wrong. I take the same numbers: 20-25% profit for $20 million in my pocket. If I used a certain middleware, it costs me 250,000$, fixed price upfront. Not a bad deal. They claim they'll decrease my operating costs, so out of the $50 millions in costs, they take 50% of what I save. If they reduce my costs 20%, I get an extra five million of profits and they get five. In this scenario, the tricky part is to set the realistic profits expectation upfront and to put starting value to evaluate the savings thereafter. The next question is: its realistic to reduce operating costs by as much as 20%? They are probably the best to answer that question...
Down the road, my game compete with yours in 2-3 years, I will have spent most of my time on gameplay and graphics rather than on networking which people don't really care anyway, unless it's broken. Furthermore, I'll be making more profit than you do. My only drawback is to rely on an external codebase, so I have to make sure my supplier will be there for longer than myself.
In general, I agree with your that paying royalty is a pain. Company charging for them are generally venture-backed and have to provide hockey stick sales figures and royalties are the only way. Normally, I stand clear from them, but this time, I found an acceptable compromise between my profits and theirs. If you want badly a product that comes with royalties attached to it, I would recommand, much like you do, putting a cap on them.
(I think I went overboard too... ;-) )
[edited by - sbe08 on May 3, 2002 7:23:39 AM]
[edited by - sbe08 on May 3, 2002 7:25:17 AM]