3. Today’s speakers
Monty Sharma Kelvin Mok Pete Mastin
MassDigi Gravity Interactive Internap
Managing Director IT Manager & Systems Vice President, IP &
Admin Content Delivery Services
Drew McBath
Internap
Senior Director,
Product & Strategic Marketing
Moderator
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4. Providing your applications
the right infrastructure and
best performance.
3,700+ Customers 500+ Employees LTM Revenue: $252M NASDAQ: INAP
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5. Online gaming market overview
($’s in millions except as noted)
Total est. market size in 2014:
$34B
$14,300
Casual/Social 3-Yr. CAGR
Games 18%
$11,000 MMO 3-Yr. CAGR
Games 13%
$9,000
Mobile 3-Yr. CAGR
Games 16%
2011 2012e 2013e 2014e
5 Source: Business Insights (The Video Gaming Industry Outlook 2011) #gamingINAP
7. Poll question
What is your role in the
online gaming community?
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8. Panel discussion
How do game lifecycles
affect infrastructure
choices?
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9. Different game architectures demand
diverse infrastructure platforms
Dedicated Hosting Custom Hosting or
Ephemeral,
Colocation
single server
one+ map/world
MOFPS MMORTS
MOFPS League of Legends
Battlefield 3
Halo MMOTPS
Global Agenda
MMORPG
MMOTPS Ragnarok
Rose Online Online
High
persistence, serv
Mobile Game Social Game er clusters one
Social Game
Backyard Monsters
Angry Birds Buffalo Bingo world
Casual Game
Online Poker
Public Cloud/IaaS Private Cloud
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10. Requirements can change over
time and differ by game function
Dedicated Hosting Custom Hosting or
Colocation
Hybrid multi-
tiered game app MMOTPS MMOTPS
Match play Leader boards and
database loads
MOFPS
1st Release
Game infrastructure
MOFPS evolves over time
2nd Release
MMOTPS
Raids/
Social Game Social Game
Tournaments Game launch Dedicated Infra
Public Cloud/IaaS Private Cloud
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11. Network latency remains a big deal
High FPS
Halo Racing
Gran
Turismo
Degree of Precision Required
Sports
Madden
NFL
Medium RPG
Mass
Effect
RTS
Multi-player
Age of
Empires Turn Based
Strategy
Civilization Life
Low Simulation
Sims
> 100 ms > 500 ms >1,000 ms
Shorter deadline to complete action
Sources:
*“Latency and Player Actions in Online Games,” Communications of the ACM, November 2006/Vol. 49, No. 11, Mark Claypool and Kajal Claypool
“Latency Can Kill: Precision and Deadline in Online Games,” MMSysACM (2010), p. 215-222.
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12. Network events arise daily to specific geographies
Case in point: Los Angeles to
Pasadena, CA on 8/10/2012
Source: http://www.internap.com/business-internet-connectivity-services/route-performance-monitor-rpm/
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13. Panel discussion
How is cloud affecting
online games?
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15. Panel discussion
What changes do you
see with the shift to
mobile?
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16. Mobile gaming discussion points
Tablet and smart
phone gaming
Latency considerations
Distribution mediums
Offloading info to servers
Monetization & analytics
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17. Poll question
What type of online
game platform do you use
most frequently?
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18. Internap combines platform flexibility
with high performance
A portfolio of services built to match your specific application
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19. Other resources
eBook
Industry Handbook
Solution Sheet
High level architecture diagram
http://www.internap.com/wp-content/uploads/Online-
Gaming-Solution-Sheet.pdf
RPM Tool
Route Performance Monitoring
Tool
http://www.internap.com/business-internet-
connectivity-services/route-performance-monitor-
rpm/
Latency Paper
Latency can kill: precision and
deadline in online games:
MMSys ACM (2010).
http://web.cs.wpi.edu/~claypool/papers/precision-
deadline-mmsys/
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