I was informed by a fellow game developer that AsiaSoft the local content provider for many of our online games such as Ragnarok Online, Gunbound, Jade Dragon, and etc. is going to provide a game seminar at Chula on July 2, 2004, and decided to drop by the seminar which started a little late around 3:30 PM.
The seminar was much of an impromtu seminar in which the managing director of AsiaSoft (BM Media) talked about their experiences in the local management of the Ragnarok Online service. In our jampacked audience, there were many networking experts and lecturers, in which many of them asked extensively about issues related with networking challenges involving the Ragnarok Online service that is extensively very popular in Thailand. Issues range from problems with bandwidth, fail-safe and redundant systems, issues with regional connection (awfully slow), and other numerous architectural models. Though the seminar itself is interesting on a technical point, on a hindsight, I was expecting more on technical issues on the development of the MMOG - though realistically speaking - it would be a topic that the guest speakers would probably have little experience in - as they are based more on administering online game content. However, with interesting figures, notes, and models as case study from the AsiaSoft in their management of MMOG, it does give a huge idea on a gray area that is not evident for most MMOG planners, and thus confirm my observation why most MMOG project fail - due to extensive investment on infrastructure in which only a huge financial viable company can afford. However to make the game industry to make strides, it would take time and more cooperation between our sectors. I'm also arranging another seminar on August 27, 2004, with a similar intent as this one, and I hope that it would be for the best :)
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