How to avoid network and server infrastructure issues during the development cycle – European Gaming Industry News

2023-01-09 21:42:35 By : Mr. Eason Lin

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How to avoid network and server infrastructure issues during the development cycle – European Gaming Industry News

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Regardless of whether you’re an indie developer or a AAA publisher, making games is never simple. Taking a game project from the initial concept to launch is a huge undertaking, especially when you begin incorporating multiplayer and social elements. Despite eye-watering budgets and huge teams of developers, countless games fall flat on release.

Thankfully, many of the common obstacles can be easily avoided and disruption to your release timeline kept to a minimum if you’re aware of the potential network and server infrastructure issues at key stages of development: the main development cycle, pre-launch, the launch period itself and once the game has launched.

Problems during the main development cycle

Some of the most common problems you’ll encounter on the tech side of the main development cycle can be the result of:

Any of these sound familiar? If so, it might be time to rethink your core strategy and whether you’re adhering to the DevOps methodology. Do you have a structured approach or are you lurching leftfield and drifting off course?

While developing your own netcode and game engine in-house can seem appealing, it’s important to consider the potential risks that might emerge further down the road. If problems with your netcode or a proprietary game engine present themselves at a particularly busy stage of development, you’ll wish you’d have outsourced them.

Considering where you can offload certain aspects of development to external partners can help reduce your team’s workload and improve their efficiency so they can focus on more pressing matters.

Mistakes to avoid just before the launch

One of the biggest mistakes you can make just before launch? Underestimating your CCU (concurrent users worldwide) and employing a low percentage buffer of around 10%. Misjudging your CCU is going to put too much strain on your servers and overall backend services and is one of the most common reasons players experience crashes around the launch. Similarly, don’t underestimate the number of regions you’ll need servers in too. A global game launch requires an equal distribution of worldwide servers to avoid latency issues.

When it comes to servers, it’s always best to plan ahead and scale back, rather than the other way around. Prioritise network partners who offer pay-as-you-go options for server access, so if you do need to scale back (or up) you can do so easily. This should always be the preferred option and will prevent you from being charged for servers you’re not using. It’s important to be aware of the risks associated with overestimating, as this can lead to studios signing long-term contracts and ultimately being overresourced.

Finally, one issue that can cause developers and studios a lot of trouble is data protection regulation laws. I’ve heard plenty of horror stories about studios turning a blind eye to privacy laws such as the General Data Protection Regulation (GDPR) and the California Consumer Privacy Act (CCPA). Make sure you’ve checked the specific rules regarding data collection in your region as early as possible to avoid a frantic rush of paperwork towards the end of development or, worse, incurring costly fines.

It can be easy to think that you’ve made it through the worst once you reach launch day, but this is usually the stage where major issues can suddenly appear. You may notice a bombardment of negative responses from Twitter, Steam and other platforms addressing critical issues with the game – make sure you address these rather than ignoring them. These responses can be important indicators of how the players are responding to your game and if you’ve factored their feedback in the development phase.

Once the game has launched, you will have the clearest indicator of how many servers you’ll need to support the players. This is where your planning will prove to be correct or wide of the mark if you’d reserved say 1000, but you only need 200.

A 24/7 support plan is an important consideration when the game is live, this will enable rapid fixes to negate as many disruptions as possible. A low-cost DDoS solution is also a crucial facet to bear in mind. A server orchestrator will help developers manage influx of traffic along with capturing crucial data that can be incorporated into the game as part of the observability phase.

Now that your game is in the world, there can be a strong temptation to introduce a plethora of new elements to the game to enhance the player experience. While on the face of it these are good ideas, new mods or minor updates can prove problematic and contain major bugs. Responding to these new issues can be distracting and take weeks or even months to solve.

On top of this, if you haven’t properly planned earlier in the process, major updates to your game servers could potentially lead to maintenance issues and significant downtime for your player base. If players have a bad experience on launch, they’ll likely just move on to the next best thing. When EA launched Battlefield 2042, server issues, loading times and game-breaking bugs plagued the game. Within months, player numbers dropped to fewer than 1,000 concurrent players on Steam.

Of course, there are a number of ways to circumvent these issues. It is crucial to choose a backend that can support multi-versioning A/B testing and facilitate rolling updates without outages. You’d be hard-pressed to find a gamer who enjoys an unplayable game. Automation can also help in the production pipeline, this includes deploying quick fix updates and upgrades which will reduce the human error factor.

Another consideration that is often overlooked is outsourcing for network and platform providers to remove a large in-house team dedicated to DevOps or Engineering. This is intensive work that will take up the time of staff, and outsourcing is a viable option and it makes perfect sense for smaller studios, especially to pursue this option purely from a cost-saving perspective.

Edge computing is often overlooked by game developers, but it can alleviate many of the issues described here, particularly around server provisioning and latency issues. Edge technology brings computation and data storage closer to the source of the data, placing it at the edge of the network where performance gain is most optimal. This reduces unnecessary travel and drastically speeds up the process resulting in close to a lag-free experience.

If you’re looking at cross-play for your game, infrastructure requirements become more complex. Edge computing helps to negate some of the most nagging delay issues that come with playing across different platforms. As cross-play becomes more of a consideration for developers, edge computing along with automation can come to be one of the solutions to some of the associated problems. Developers should consider the automation part of the equation when planning their game project. It becomes even more vital when you add more latency-reliant elements to a game.

Fail to plan, plan to fail

There is no one size fits all approach to game development or the challenges associated with it. But taking some of the steps outlined above can help negate potential issues and lessen their impact, preventing total derailment of a game before it even launches.

Small steps like putting your trust in external partners or looking at technologies like Edge computing to squeeze as much performance out of your game as possible might seem small, but their impact on development can’t be underestimated.

Planning for different eventualities at key stages of development will go a long way in ensuring your game is the best it can possibly be at launch. This will give your game the best chance at becoming a lasting hit, not a flash in the pan that’s marred by server issues or bugs.

The logistical side of creating a game might not always be glamorous or exciting, but it’s unavoidable. If your development pipeline is hit by server issues, you’ll be glad you planned ahead.

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Amusnet Interactive has released a new live casino game.

The newest Live Roulette title is powered by cutting-edge streaming technology and a state-of-the-art studio to provide an unprecedented Live Gaming experience. Using exceptional cameras broadcasting in premium HD quality, the streaming of the roulette is one of the industry’s fastest ones.

In addition, native Russian-speaking dealers bring players to the iconic traditional Russian style, recreating an authentic setting.

The title is available around the clock and even includes Amusnet’s iconic signature – Jackpot Cards bonus integration. Triggered at random, it lets a player play a side game for a free shot at one of four progressive jackpots.

The game is super-fast, with each roulette round lasting an average of 42 seconds, meaning more than 86 rounds per hour. The return to player percentage (RTP) is listed as 97.30%.

The European Casino Association (ECA), during its recent Board Meeting held in Finland on December 15, has agreed the appointment of Tiina Siltanen as Vice Chair of the association.

Held in conjunction with the first anniversary of the Veikkaus Casino Tampere, the Board of the European Casino Association gathered in Finland to discuss plans and to set the course for 2023; including the preparation and organisation of the ECA Annual General Assembly, which will be held during ICE London in February.

“To prepare for the challenges facing our sector in the coming years, from the fight against illegal gambling to the promotion of our industry on the global stage, it is vitally important that we strengthen the leadership of the ECA. I am therefore pleased that the Board has unanimously approved the appointment of Tiina Siltanen as the Association’s Vice Chair. I will be stepping down as Chairman of the ECA at the next General Assembly and this appointment ensures strong leadership and robust support for my successor,” Per Jaldung, Chairman of the ECA, said.

The ECA’s leadership team consists of Per Jaldung, the current Chairman of the ECA and Tiina Siltanen, General Manager Casino Helsinki & Tampere, as the newly appointed Vice Chair, as well as Pascal Camia, Chief Operating Officer Monte-Carlo Société des Bains de Mer and Senior Vice Chair of the ECA. The leadership team is supported by seven additional board members and the Secretary General responsible for day-to-day operations.

“I am very proud of the trust the ECA board has placed in me and look forward to my new role in the ECA. It is not a new start for me, as I have been on the ECA Board for two years. Still, there are topics of special importance, particularly concerning the ECA’s international events, human resource issues focused upon diversity and inclusion, and the overall reputation of the licensed casino sector to which I would like to devote attention in my new role,” Tiina Siltanen said.

A European standard on markers of harm would support the early identification of possible risky or problem gambling behaviour of online players, according to a standardisation proposal that the European Gaming and Betting Association (EGBA) has submitted to the European Committee for Standardisation (CEN). EGBA believes that a reliable, standardised list of markers of harm is essential for preventing gambling-related harm in Europe.

CEN, the body responsible for developing standards in Europe, is currently conducting a ballot of its members, the national standardisation bodies (NSBs) of European countries, to determine whether the proposal should be approved. NSBs have until the end of December 2022 to vote. If the proposal is adopted, relevant stakeholders, including academics, health experts, authorities, operators, and consumer organisations, will be able to participate in the discussions to develop the standard.

“We urge national standardisation bodies, gambling authorities, and other stakeholders to support this common-sense proposal to jointly develop a standard on markers of harm in Europe. A standard would be an essential element to help prevent risky and problem gambling behaviour and support consumer protection. The process to develop the standard would bring together the knowledge and expertise of academics, researchers, harm prevention experts and other stakeholders to work collaboratively towards the common purpose of preventing gambling-related harm,” Maarten Haijer, Secretary General of EGBA, said.

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How to avoid network and server infrastructure issues during the development cycle – European Gaming Industry News

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