In This Chapter
To contrast with turn-by-turn games, this chapter looks at the issues behind creating online, real-time, massively multi-player games. Rather than rehashing the game-design arguments from the last chapter—many of the same principles apply—this chapter points out the differences, most of which stem from the following:
Client engineering. Clients are generally custom-created due to the real-time nature of these games, which brings some additional burden for both the design and development.
Network inconsistencies. These are hard, real-time systems; ...