
"EVE Online's complicated inter-corporate politics are often held together by fragile diplomatic treaties and economic agreements. So fragile, in fact, that
a single misclick can lead to a fracas that quickly snowballs into all-out warfare. That's what happened to two of the spacefaring sandbox MMO's largest player alliances in the Battle of Asakai, a massive fleet vs. fleet onslaught involving 3,000 players piloting ships ranging from small interceptors to gargantuan capital ships. Straight from the wreckage-strewn outcome of the battle, we're breaking down the basics of what happened for everyone to truly fathom one of the biggest engagements in the game's history." The costs of this battle in in-game currency is, so far, 700 billion. While MMO's don't float my boat, I have to say that this is still pretty awesome. Penny Arcade
looks at the technical details server-side, and what a battle like this does to the game's backend infrastructure.
Member since:
2006-01-25
Traditional MUDs... no. But there was some effort to make distributed system of MUDs
http://en.wikipedia.org/wiki/InterMUD
Note there is no mention of fault tolerence, load balancing, distributed processing, or anything of the sort.
I agree with your gripe - only pointing out that fault tolerance and load balancing are only tangentially related to distributed systems architecture. Many distributed systems have none of those attributes, and many systems having those attributes are not distributed systems.
If they run a large number of primarily independent servers that do most of their work on local independent datasets, only communicating to each other over narrow channels, then they are textbook distributed systems. The more state they share the less "distributed" they are...