Nine Chronicles is the innovative MMORPG that uses a peer-to-peer blockchain network to keep going even if the developer closes shop. If you've heard of blockchain technology at all, you've probably heard it in reference to Bitcoin, the cryptocurrency that uses a blockchain ledger to keep track of every transaction ever made.
Peer-to-peer networks have a lot of advantages over networks using the traditional server/client model used by MMOGs. Firstly there is the issue of cost. The network is distributed among the clients, and does not require a central server in order to work. The computation usually done by the server machine is shared instead by the clients. The peer-to-
It hardly matters if a section of your p2p network is lagging 2 seconds behind. It would make all the difference in an MMO though, since 2 seconds is unacceptable for most players. Using p2p you have to employ a level of trust in the other peers on the network, one that might not be appropriate.
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Discussion about a peer to peer MMO, and how it could be structured. 1: Determinism It's virtually identical to what you're describing... it's both more complicated (from a implementation... 2: Decentralized computing
P2P stands for Peer-to-Peer, meaning that information is shared on a distributed network (ie, all of the WoW players with the background downloader open). So if I have bits 4 and 7 that you need, and you have bits 5 and 8 that I need, we download them from each other.
Peer to Peer is pretty much impossible for a real MMORPG. It can only be done with regular MMOGs, stuff like diablo, pso, LOL, etc ( i don't know if these games use peer to peer, I just know that...
A good number of games use peer to peer networking, including most strategy, sports and driving titles. Just about all Xbox360 and PS3 games use p2p networking. The client-server architecture is mostly used in first person shooter or MMO games.