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There is money to be made in killing dragons, and not just the virtual kind. One of the best-known online games, World of Warcraft, charges its 10 million users around ￡9 per month for the privilege of playing. Activision Blizzard, the game’s publisher and developer, recently announced third quarter revenue of $751m.
However, some games fare very well without employing the subscription model. In fact, the world’s most popular MMORPG massively multiplayer online role-playing game, with over 200 million registered accounts, is RuneScape.
The player-base is split across multiple servers, since no affordable system could possibly support that many players logging on simultaneously, let alone the fact that the game’s world itself would become so crowded it would make the London Underground in rush hour look empty.
An individual game server application supports 2,000 players at once, says Remo Gettini, chief technology officer at Jagex, the game’s developers. We can have a number of these on a physical server, usually somewhere between two and 11, depending on the server hardware. The exact number of concurrent players scales with the number of physical servers we have.
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