One of the signs a game is on the decline is when servers are switched off. It doesn’t matter if they’re called realms, shards or any one of a number of different descriptions – mergers and closures are a sure-fire sign that a MMO’s playerbase is shrinking.
No game is immune to the effects of a variable playerbase. Subscriber numbers can fluctuate dramatically from when a game is launched to when it’s finally mothballed. The reasons for mergers can vary: a server with only a handful of players on it can feel empty and desolate, while an under-utilised server may be closed to reduce costs. They’re a staple part of every MMO game’s lifecycle once the post-launch rush has died down and the number of people logging in starts to dwindle.
So how has Warcraft managed to survive without a single server merger since launch while every other game since has been forced to go through it? What makes this game so unique? Arguably it’s the most successful, but that doesn’t make it immune to the changing habits of fickle consumers.
The mysterious thing is servers have merged. Just not in the way you’d normally expect.
Out With The Old
If we timewarp back to early 2005, Warcraft was a very different landscape. We had no dungeon finder, no cross-realm dungeons or battlegrounds. Each realm was its own isolated world, unconnected to any others in its battlegroup. This doesn’t mean that our little realm was a single computer running all by itself – by contrast, there were a whole collection of servers powering our experience.
While there was a Realm Server and database to house all our characters, hold all the Auctionhouse data and manage all the chat channels, there’s also a whole bunch of other boxes as well. The ones we’ve all experienced are the continent servers – these track our movements as well as the monsters and NPCs, govern the loot that we gain and a host of other things. There were times when a continent and everyone on it would vanish into the ocean – that’s when this little box fell over. If you remember early Burning Crusade you’ll remember how many times Outland used to disappear completely.
Of course, the diagram above is heavily simplified, but you get the idea. There’s much more going on behind the scenes. Unless you’re a networking fanatic though, that level of detail would probably bore you to tears.
In With the New
This is all well and good, but how have things changed? And how has it allowed Blizzard to reduce their number of servers? The trick lies in new features that have proven to be incredibly popular.
When cross-realm battlegrounds were introduced they were a godsend. Players were quickly and easily able to find others to fight against, meaning that it didn’t matter if your server had low population as long as your battlegroup had enough players. Arenas were an extension of this, matching groups of players across servers in order to do battle.
The new Looking-For-Dungeon tool moves even further in this direction. Instead of waiting around in a city to try and form a group, players are collected together from across the battlegroup and formed into automatically balanced groups. There are a few hiccups but by and large the system works.
What does this mean? Well, firstly there’s the practical aspects – for almost everything that relies on other people there’s the option of cross-server play.This provides the illusion of a server being busier than it actually is – if you’re able to carry out basic PvP and PvE experiences, you’ll be relatively content with the game.
It also benefits from a technical point of view. By moving the instance and battleground servers into their own discrete clusters, Blizzard can get away with having fewer servers and just balancing the load between them. It’s a clever design – not only do you deliver in-game benefits, but you reduce your server footprint as well.
Once Cataclysm launches and dies down it’s likely that Blizzard will look for further experience improvements rather than merge servers. There are a couple of obvious things that they could do almost immediately, and I’m almost certain they’re considering them:
- Cross-realm Raids – tired of getting groups for the weekly raid or the loot piñata? Chances are that some time in the future we’ll be able to queue for a 10-man in the same way we do 5-mans now.
- Battlegroup Auction houses – I often hear about how this realm or that one has a terrible economy because of it’s low population. By opening the markets up, prices should normalise and people shouldn’t feel the need to transfer just to get reasonable prices.
- Virtual Northrend and Outland – instead of running continents on two separate servers, place them on the same physical box but as virtual entities. It’s commonly done and would be a way to make low-population continents more efficient to support.
It means that the only thing left untouched is the questing and levelling experience. While refer-a-friend will help pull people together, it’s not necessary in order to quest. There’s the odd group quest thrown in here and there, but they’re mostly inside instances these days. The elite creature wandering outside is now more of an oddity than a regular occurrence.
I think that Blizzard understands how much we attach to our server identity, and how hard we work to find a good home for our characters. As a result of their efforts to improve the ways in which we can play together, they’ve managed to hold off carrying out server mergers for much longer than most.
One day it’s inevitable. Realms will merge, servers will get powered down. For now though, their work seems to be holding that threat at bay.
11 thoughts on “The Growing Yet Shrinking World”
Great post. I never really thought why WoW kept doing the battlegroup and LFG system. It is illusion of 11 million players that once existed
Glad you liked it. It’s something I’ve been meaning to write for a while, partly in response to the whole server merger thing and partly because there’s not much info out there on network topology. It’s really high level stuff, but it satisfies the systems geek in me 🙂
Wow, that’s an interesting take. I’ve often considered one of the key indicators of WoW’s health to be realm merges and splits. I’ve felt that we’re probably losing players (nowhere near what a lot of people claim, sans stats) but the lack of server merges and perceived constant population density (nobody claiming Dal was a ghost town) kinda argued against. So this does shed some light and help explain the lack of merges (though not the anecdotal perceived fixed population density).
If you don’t mind me asking, where this information was obtained? Sounds like something worth spending a few hours with 🙂
Thanks, glad you found it interesting 🙂
Part of it’s based on information about information that’s already out there. Here’s a short reading list to get you started:
There’s also a couple of academic papers on system design and behaviour that you can probably find with Google Scholar.
The other side is based on experience. My day job is spent designing systems and services that server more customers than Warcraft, and which people tend to rely on heavily. It lets me put myself in their shoes and think how I’d solve the problem. From there it’s just a bit of logical extrapolation. It’s all estimated though – I haven’t been inside Blizzard’s datacentres 🙂
Thanks, this’ll keep my lips moving for a while! 🙂
I play on a very low population rp server, so to me it always seems like it is just getting busier and busier, when to other people it is just a Ghost Town of a realm. The Cluster system has definitely benefited players who like that small town feel, but want to enjoy the benefits of LFD and cross realm BGs. I think a BG wide ‘ebay’ would be insane, but cool – I don’t know what prices on other servers are like but our AH is pretty much empty at the moment.
Yeah, I think it’d be great to have larger markets for players to interact with, and I’d like to see it happen. I think there are some auctioneers who’d be against it because they’d lose the ability to control prices, but I think others would love it because it gives them more people to sell their goods to.
Controlling markets isn’t good for them, even though I made a fortune this way I still think it’s unfortunate when one person can control a market and make everyone bleed.
In addition, my realm market is devoid of some stuff… especially low-level, old-world mats, various common items, quest/rep pieces. The few people who bother to AH their mithril, copper or iron get away with upwards of 60g per stack! Same for herbs and leathers… I don’t care, have all professions leveled on alts, sans engineering, but if you’re starting out… *shudder*.
You can already do looking for Raid as you can with dungeons. You need to type in /lfr and a similar thing to the dungeon finder will appear.
Aye, but it’s currently only for those people on the same realm as you. It’s not working cross-realm or battleground wide yet. Give it time though.