Abstract

This paper describes results and experiences from designing, implementing, and testing a multiplayer real-time game over mobile networks with high latency. The paper reports on network latency and bandwidth measurements from playing the game live over GPRS, EDGE, UMTS, and WLAN using the TCP and the UDP protocols. These measurements describe the practical constraints of various wireless networks and protocols when used for mobile multiplayer game purposes. Further, the paper reports on experiences from implementing various approaches to minimize issues related to high latency. Specifically, the paper focuses on a discussion about how much of the game should run locally on the client versus on the server to minimize the load on the mobile device and obtain sufficient consistency in the game. The game was designed to reveal all kinds of implementation issues of mobile network multiplayer games. The goal of the game is for a player to push other players around and into traps where they loose their lives. The game relies heavily on collision detection between the players and game objects. The paper presents experiences from experimenting with various approaches that can be used to handle such collisions, and highlights the advantages and disadvantages of the various approaches.

Highlights

  • Online games like World of Warcraft [1] have become very popular with more than 10 million paying subscribers around the world (2008)

  • The response time values for the wireless network technology measured in this test indicated the suitability of the network for running real-time multiplayer games

  • In this paper we have presented results from performance tests running a real-time multiplayer game over various wireless networks

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Summary

Introduction

Online games like World of Warcraft [1] have become very popular with more than 10 million paying subscribers around the world (2008). Most current AAA titles released on consoles and PCs provide some kind of online multiplayer support. This trend has been picked up by mobile game developers, but mainly in development of games for Sony Playstation Portable and Nintendo DS. There exist fewer online multiplayer games for mobile phones due to challenges related to latency, packet loss, and low bandwidth. Some examples of commercial and research mobile online games for mobile phones are Pirates of the Caribbean [2], Samurai Romanesque [3], Tibia Micro Edition [4], UbiSettlers [5], Real Tournament [6], and Knockabout [7]. One of the main challenges when developing multiplayer online games is how to handle network latency. The latency of data packets sent between clients and server causes inconsistencies of the players’ views and can give certain players advantages and ruin the fairness in the game [8]

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