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 supporting, or even forcing, team playing.
An extended version of this paper: Network Game Design: Hints and Implications of Player Interaction
AUTHOR = {Kuan-Ta Chen and Chin-Laung Lei},
TITLE = {Design Implications of Social Interaction in Online Games},
BOOKTITLE = {Proceedings of IFIP ICEC 2006},
ADDRESS = {Cambridge UK},
MONTH = {Sep},
YEAR = {2006}
}
