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Question by PrimeDerektive · Jan 12, 2011 at 09:51 PM · networkingmmo

How feasible would a faux-persistent pseudo-MMO with built-in networking be?

I've been working with the built in networking for a few weeks now, and I think I have a pretty decent grasp of all the concepts thus far.

I was thinking about a lot of current MMO's infrastructure, the amount of "instancing" that goes into them, and how little about them is truly massively these days, and how this infrastructure could possibly be emulated with Unity's built-in networking.

For instance, say I wanted a faux-persistent town/village/city as a "lobby", which is basically an interactive chat that you could walk around, trade, talk to NPC's and whatnot, like say, Dungeons and Dragons Online.

Couldn't you just have every player that launches the multiplayer portion of your game force a "quick play" behind the scenes, poll the master server for a random game, join one randomly or, if the poll found no games, automatically start a new game for that player? These forced-joined games would by default be the town lobby scene, with a maximum of 12-16 players or so. Then, from that "town lobby" game, you could maybe have the true GUI for creating new games where the host actually gets to pick his "mission" (scene) pop up when they interact with the town gate?

Seems like it might be interesting to attempt... I don't know if you could create new and/or browse existing servers when you are already connected to a server, and the actual "mission" servers would have to register as a different game name than the lobby servers, so they don't show up in the same list.

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