That's not big at all. Those are what, 4-12 players at a time? Everything can run within a single server so all the IO is to the users.
I haven't played this DBZ game but if its more of an MMO with a live view of all the players in your area you might be dealing with user handoff between servers, cross server communication etc etc.
Fortnite is 100 people per game on a single gigantic map, with tracked state for everything (as it's important for the gameplay that, for example, an already-looted house is empty when the next player comes along).
You've missed the point entirely. Its still a single server game. Sure the game is popular, and there are thousands of games at once, they're not connected.
4 months ago they surpassed 3.4 million concurrent players[1]. 100 players per server, at least 34,000 game instances (assuming 100 per game, which isn't always the case since games quickly fall down to ~50 players in a few minutes) which all report statistics of games to databases, etc. Sessions, logins, reports, kills, replays.... those add up.
>Sessions, logins, reports, kills, replays.... those add up.
Yes but those are all shardable, cacheable and mostly asynchronous. The blog post is about how you can build a large world wide game as if it was a single data center with low latency.
I haven't played this DBZ game but if its more of an MMO with a live view of all the players in your area you might be dealing with user handoff between servers, cross server communication etc etc.