Reading the arguments in another thread over the feasibility of distributed rendering using Cell, something occurred to me. What if the grid computing model was used by an MMORPG not for graphics purposes, but as the server itself. Currently, MMORPGs require big server farms to maintain the game world with very high bandwidth network connections to handle the load of all the connections from players, but what if that load was transferred to the gestalt of all the players' machines connected to the game?
If the need for the expensive servers/connections could be reduced down to around the level of that needed for your basic inexpensive peer-to-peer matchmaking, then monthly fees for the game could be eliminated. Additional created content could be handled with micropayments as needed, or by periodic downloadable expansions with a one time fee. This could open up the market for a MMORPG to more potential players who are currently put off by the idea of paying a continuous fee for a single game (like me, for instance.
) And since the pool of players would be larger, the grid computing resources of the game network would be greater, resulting in better overall performance.
Would something like this be feasible?
If the need for the expensive servers/connections could be reduced down to around the level of that needed for your basic inexpensive peer-to-peer matchmaking, then monthly fees for the game could be eliminated. Additional created content could be handled with micropayments as needed, or by periodic downloadable expansions with a one time fee. This could open up the market for a MMORPG to more potential players who are currently put off by the idea of paying a continuous fee for a single game (like me, for instance.
Would something like this be feasible?