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by amitt
4598 days ago
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For FarmVille we sent the actions back to the server and then validated against game state there. It's the only real way to protect against cheating. However, if I were building the game again today, I'd just do what King does and have the client manage the state. It turns out that the set of people that would do this and the set of users that would convert into paying users has very little overlap. The overhead of managing state on the server is that you'd have to write your game logic twice (once in your client-side language and once server-side, though with a scripting language you may be able to avoid this). Second, we benchmarked this approach and found that you can handle 10x the number of players with the same hardware by not doing any server-side logic/validation and just having the server be a dumb pipe to store player state. Here's a talk I gave on the FarmVille approach:
http://www.slideshare.net/amittmahajan/rapidly-building-farm... and one on the king approach that we're using at my current company:
http://www.slideshare.net/amittmahajan/gdc-2013-ditching-the... |
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