Design issues for peer-to-peer massively multiplayer online games

Lu Fan, Phil Trinder, Hamish Taylor

Research output: Contribution to journalArticlepeer-review

32 Citations (Scopus)
394 Downloads (Pure)


Massively Multiplayer Online Games (MMOGs) are increasing in both popularity and scale, and while classical Client/Server (C/S) architectures convey some benefits, they suffer from significant technical and commercial drawbacks. This realisation has sparked intensive research interest in adapting MMOGs to Peer-to-Peer (P2P) architectures. This paper articulates a comprehensive set of six design issues to be addressed by P2P MMOGs, namely Interest Management (IM), game event dissemination, Non-Player Character (NPC) host allocation, game state persistency, cheating mitigation and incentive mechanisms. Design alternatives for each issue are systematically compared, and their interrelationships discussed. We further evaluate how well representative P2P MMOG architectures fulfil the design criteria. Copyright © 2010 Inderscience Enterprises Ltd.

Original languageEnglish
Pages (from-to)108-125
Number of pages18
JournalInternational Journal of Advanced Media and Communication
Issue number2
Publication statusPublished - Mar 2010


  • Anticheating
  • Collaboration incentives
  • Distributed storage
  • Event dissemination
  • IM
  • Interest Management
  • Massively Multiplayer Online Games
  • MMOGs
  • P2P
  • Peer-to-Peer
  • Task distribution


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