Quote:And lastly, nobody, and I mean nobody cares about network code. Players definitely don't. The only thing that matters when developing an MMO is content. But if it then runs on a lean mean single machine or a bunch of "poorly" optimized mediocre machine is something nobody will ever know or care about.
I think this is were we if not disagree misunderstand each other. To start with I care, and I care a lot. Now, I'm a rare breed of course and I guess you mean the participant not the developer. But I cant stop to wonder that developing anything less than superior or excellent is wrong by nature? I mean, I do understand the time and effort constraint, not to mention maintainability issues, but I've always settled for nothing less than the best.
Now I don't want to head into a discussion about what is "the best", but I wouldn't really want to take part in a solution were you have some mediocre middle ground, and basically solved "issues" by buying even more hardware. However, the idea of a network based on load balancing to handle high pressure, and were no single machine is irreplaceable sounds kind of ideal to me.
So to summarize things one could say that no MMO implementation is based around the cleverness of a single application, it is instead the joint effort (or if you wish "harmony") of networked computers (a cluster) which all work as a unit. Were the greatest of challenge is to come up with a method for distributed computing of the massive persistent state.
I think that came out rather nicely, eh?