(Note: Usually by me, when I think of large scale systems, I always think of servers, backframes, network utilizations, etc. However, I don't have any knowledge on what's labeled as "large scale systems.", nor do I understand what are its uses. Hence, the thread's topic.)
I'm looking for an understanding on what makes both of them important. If you think both of them as objects in a Venn Diagram intersecting each other, I want to see what's inside the overlapping/intersected area of these two.
- What scenario(es) makes large scale systems important when it comes to developing a game? Is it something especially big, such as SimCity 2013, or World of Warcraft series?
- Can "large scale systems" be used in small-scaled projects not directly related to game development, as in artistic design, concept story plot design, etc.?
- Does "large scale systems" work on hardware that only allows single threaded modes?
- If possible, what are the bad sides of integrating "large scale systems" and "large scale system concepts" in a game, however big or small it may be?