We find that the dispersion of players in a virtual world is heavy-tailed, which implies that static and fixed-size partitioning of game worlds is inadequate. Neighbors and teammates tend to be closer to each other in network topology. This property is an advantage, because message delivery between the hosts of interacting players can be faster than between those of unrelated players. In addition, the property can make game playing fairer, since interacting players tend to have similar latencies to their servers. We also find that participants who have a higher degree of social interaction tend to play much longer, and players who are closer in network topology tend to team up for longer periods. This suggests that game designers could increase the \"stickiness\" of games by encouraging, or even forcing, team playing.
AUTHOR = {Kuan-Ta Chen and Chin-Laung Lei},
TITLE = {Network Game Design: Hints and Implications of Player Interaction},
BOOKTITLE = {Proceedings of ACM NetGames 2006},
ADDRESS = {Singapore},
MONTH = {Oct},
YEAR = {2006}
}
