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	<title>Comments on: The database technology of Guild Wars</title>
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	<link>http://www.dbms2.com/2007/06/09/the-database-technology-of-guild-wars/</link>
	<description>Choices in data management and analysis</description>
	<pubDate>Sun, 20 Jul 2008 01:37:58 +0000</pubDate>
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		<title>By: DBMS2 &#8212; DataBase Management System Services &#187; Blog Archive &#187; Thoughts on database management in role-playing games</title>
		<link>http://www.dbms2.com/2007/06/09/the-database-technology-of-guild-wars/#comment-82927</link>
		<dc:creator>DBMS2 &#8212; DataBase Management System Services &#187; Blog Archive &#187; Thoughts on database management in role-playing games</dc:creator>
		<pubDate>Fri, 25 Apr 2008 04:05:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.dbms2.com/2007/06/09/the-database-technology-of-guild-wars/#comment-82927</guid>
		<description>[...] a research project on the IT-like technology of games and virtual worlds, especially MMORPGs. My three recent posts on Guild Wars attracted considerable attention in GW&#8217;s community, and elicited [...]</description>
		<content:encoded><![CDATA[<p>[...] a research project on the IT-like technology of games and virtual worlds, especially MMORPGs. My three recent posts on Guild Wars attracted considerable attention in GW&#8217;s community, and elicited [...]</p>
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	<item>
		<title>By: Log Buffer #49: a Carnival of the Vanities for DBAs &#171; Coskans Approach to Oracle</title>
		<link>http://www.dbms2.com/2007/06/09/the-database-technology-of-guild-wars/#comment-38249</link>
		<dc:creator>Log Buffer #49: a Carnival of the Vanities for DBAs &#171; Coskans Approach to Oracle</dc:creator>
		<pubDate>Fri, 15 Jun 2007 12:50:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.dbms2.com/2007/06/09/the-database-technology-of-guild-wars/#comment-38249</guid>
		<description>[...] views (DMV) of SQL Server 2005. Curt Monash  wrote about how you can use MSSQL Server 2005 behind a Massively MultiPlayer Role-Playing Game  [...]</description>
		<content:encoded><![CDATA[<p>[...] views (DMV) of SQL Server 2005. Curt Monash  wrote about how you can use MSSQL Server 2005 behind a Massively MultiPlayer Role-Playing Game  [...]</p>
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		<title>By: Curt Monash</title>
		<link>http://www.dbms2.com/2007/06/09/the-database-technology-of-guild-wars/#comment-38241</link>
		<dc:creator>Curt Monash</dc:creator>
		<pubDate>Fri, 15 Jun 2007 11:58:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.dbms2.com/2007/06/09/the-database-technology-of-guild-wars/#comment-38241</guid>
		<description>How many players share a server/slice in a persistent MMO?  Could Guild Wars' BLOB strategy even work?

The developers did say that the BLOB strategy helped with transaction integrity, against some exploits to deliberately crash the system mid-trade and hence duplicate items.

That said -- it has to be possible to maintain transaction integrity in a persistent world too.  We're not talking THAT many individual transactions, although again it depends on the number of players per server.</description>
		<content:encoded><![CDATA[<p>How many players share a server/slice in a persistent MMO?  Could Guild Wars&#8217; BLOB strategy even work?</p>
<p>The developers did say that the BLOB strategy helped with transaction integrity, against some exploits to deliberately crash the system mid-trade and hence duplicate items.</p>
<p>That said &#8212; it has to be possible to maintain transaction integrity in a persistent world too.  We&#8217;re not talking THAT many individual transactions, although again it depends on the number of players per server.</p>
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		<title>By: Stephanus Aurelius</title>
		<link>http://www.dbms2.com/2007/06/09/the-database-technology-of-guild-wars/#comment-38207</link>
		<dc:creator>Stephanus Aurelius</dc:creator>
		<pubDate>Fri, 15 Jun 2007 07:29:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.dbms2.com/2007/06/09/the-database-technology-of-guild-wars/#comment-38207</guid>
		<description>In a persistant/non-instanced MMO there can be a heavy load on servers, which would possibly cause a 
slowdown in the rate of data transfer(killing a monster, grabbing loot, buying/selling/trading, etc.) 
or even data collision inwhich the transaction is not completed.  I have experienced this in Final 
Fantasy XI, but not so much in Guild Wars.  So, I was wondering if instancing played a roll in 
minimizing these types of occurrences.</description>
		<content:encoded><![CDATA[<p>In a persistant/non-instanced MMO there can be a heavy load on servers, which would possibly cause a<br />
slowdown in the rate of data transfer(killing a monster, grabbing loot, buying/selling/trading, etc.)<br />
or even data collision inwhich the transaction is not completed.  I have experienced this in Final<br />
Fantasy XI, but not so much in Guild Wars.  So, I was wondering if instancing played a roll in<br />
minimizing these types of occurrences.</p>
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		<title>By: Curt Monash</title>
		<link>http://www.dbms2.com/2007/06/09/the-database-technology-of-guild-wars/#comment-37900</link>
		<dc:creator>Curt Monash</dc:creator>
		<pubDate>Wed, 13 Jun 2007 21:22:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.dbms2.com/2007/06/09/the-database-technology-of-guild-wars/#comment-37900</guid>
		<description>I'm sorry, Stephanus, but I don't understand the question.  I've never played a persistant/non-instanced MMORPG, but don't see where collisions would come in in either case.</description>
		<content:encoded><![CDATA[<p>I&#8217;m sorry, Stephanus, but I don&#8217;t understand the question.  I&#8217;ve never played a persistant/non-instanced MMORPG, but don&#8217;t see where collisions would come in in either case.</p>
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		<title>By: Stephanus Aurelius</title>
		<link>http://www.dbms2.com/2007/06/09/the-database-technology-of-guild-wars/#comment-37778</link>
		<dc:creator>Stephanus Aurelius</dc:creator>
		<pubDate>Wed, 13 Jun 2007 06:15:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.dbms2.com/2007/06/09/the-database-technology-of-guild-wars/#comment-37778</guid>
		<description>I'm kind of curious as to if instancing was also one of their solutions to deal with possible 
transaction collisions.  Curt do you know if collisions are minimized due to instancing or not?</description>
		<content:encoded><![CDATA[<p>I&#8217;m kind of curious as to if instancing was also one of their solutions to deal with possible<br />
transaction collisions.  Curt do you know if collisions are minimized due to instancing or not?</p>
]]></content:encoded>
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		<title>By: Curt Monash</title>
		<link>http://www.dbms2.com/2007/06/09/the-database-technology-of-guild-wars/#comment-37772</link>
		<dc:creator>Curt Monash</dc:creator>
		<pubDate>Wed, 13 Jun 2007 05:27:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.dbms2.com/2007/06/09/the-database-technology-of-guild-wars/#comment-37772</guid>
		<description>No.  There's definitely a problem with my numbers, or my understanding.  The key point here is that there isn't automatically a transaction every time a critter is killed.

And of the 1-2 million GW players total, not all that many of them are online and actively killing things AT ONCE.</description>
		<content:encoded><![CDATA[<p>No.  There&#8217;s definitely a problem with my numbers, or my understanding.  The key point here is that there isn&#8217;t automatically a transaction every time a critter is killed.</p>
<p>And of the 1-2 million GW players total, not all that many of them are online and actively killing things AT ONCE.</p>
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		<title>By: Bour Gie</title>
		<link>http://www.dbms2.com/2007/06/09/the-database-technology-of-guild-wars/#comment-37680</link>
		<dc:creator>Bour Gie</dc:creator>
		<pubDate>Tue, 12 Jun 2007 17:02:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.dbms2.com/2007/06/09/the-database-technology-of-guild-wars/#comment-37680</guid>
		<description>Thanks for the read.  I've been playing GW for a couple of years and, as a DBA, have wondered about the technology behind the scenes.  I'm surprised about the BLOBs, given some of the limitations in character gear, but hey, whatever works, right?  150k transactions a minute.... that could be right.  Assuming 10% are online at any point in time, and half of those are out killing critters, that's only 1 person killing 1 critter in 1 minute.  It's hard to run for 1 minute without running into a group of critters, so that seems plausible.  It could be higher, actually, given that there are people that "solo" or "farm" areas, trying to kill everything by themselves as quickly as possible.

Bour Gie (L20 Ranger/Ritualist)</description>
		<content:encoded><![CDATA[<p>Thanks for the read.  I&#8217;ve been playing GW for a couple of years and, as a DBA, have wondered about the technology behind the scenes.  I&#8217;m surprised about the BLOBs, given some of the limitations in character gear, but hey, whatever works, right?  150k transactions a minute&#8230;. that could be right.  Assuming 10% are online at any point in time, and half of those are out killing critters, that&#8217;s only 1 person killing 1 critter in 1 minute.  It&#8217;s hard to run for 1 minute without running into a group of critters, so that seems plausible.  It could be higher, actually, given that there are people that &#8220;solo&#8221; or &#8220;farm&#8221; areas, trying to kill everything by themselves as quickly as possible.</p>
<p>Bour Gie (L20 Ranger/Ritualist)</p>
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		<title>By: deviceZero &#187; Technical Guild Wars Facts</title>
		<link>http://www.dbms2.com/2007/06/09/the-database-technology-of-guild-wars/#comment-37668</link>
		<dc:creator>deviceZero &#187; Technical Guild Wars Facts</dc:creator>
		<pubDate>Tue, 12 Jun 2007 14:43:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.dbms2.com/2007/06/09/the-database-technology-of-guild-wars/#comment-37668</guid>
		<description>[...] technical facts about Guild Wars from these three [...]</description>
		<content:encoded><![CDATA[<p>[...] technical facts about Guild Wars from these three [...]</p>
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		<title>By: Andrew</title>
		<link>http://www.dbms2.com/2007/06/09/the-database-technology-of-guild-wars/#comment-37619</link>
		<dc:creator>Andrew</dc:creator>
		<pubDate>Tue, 12 Jun 2007 08:52:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.dbms2.com/2007/06/09/the-database-technology-of-guild-wars/#comment-37619</guid>
		<description>Very interesting, good read. I guess I never thought about it, but I never thought about commercial games companies using SQL based databases, thought they'd use an in-house thing. Makes sense though if I think about it.</description>
		<content:encoded><![CDATA[<p>Very interesting, good read. I guess I never thought about it, but I never thought about commercial games companies using SQL based databases, thought they&#8217;d use an in-house thing. Makes sense though if I think about it.</p>
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