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Obviously, despite saying that it\'s one world, there are technical limitations

ID: 3744308 • Letter: O

Question

Obviously, despite saying that it's one world, there are technical limitations that mean that your world will have to be made up of many smaller world components, whether they are resident on the same notional computing space or split up into many others What are your main issues of concern when you are designing this? You may assume that the users have a graphical client BUT all communication of information can only be through the game, as it affects in-game activities. (No client-to-client back-channel bypassing!) What are you assuming? Things to think about: How will you actually connect everything together to give the illusion of one world - what are the primary pieces of data that contribute to this, how will they be managed, what are your refresh requirements? Do all areas have to be treated the same way? Are you more concerned about numbers of users or density of users? Will you provide redundancy? If so, how? Can you allow per-user item customisation? If so, what is the cost of this? What requirements do you expect to have to make of the underlying cloud computing facility? . Where is client data stored? How do you keep player-player interaction and combat fair and balanced?

Explanation / Answer

Assumptions:

By reading the above document, what I understood is that there is one world with certain technical limitations and we have to remove the designing errors just by assuming things. So, below I have written certain assumptions for designing:

Hence, these are the assumptions I have made while designing the game.