Lol, I'm not actually making an MMORPG, thats way out of my sight, I'm just loking into design theories, and maybe, just maybe I'll make a test MMORPG that just adds fake players and controls their movements using Dark A.I. or something, but even that is a bit out of my sights. Lol, I'm surprised I haven't been flamed to death for not being more clear about that
EDIT:
Yeah, $30 per month isn't bad at all. I would just be afraid that it wouldn't be able to handle something liek 1000-2000 players. Besides, I would rather buy a server then rent one... just as long as I could be sure my project (which dosn't exist) was able to make it on it's feet.
Oh, about WoW, they only have one server per world right? They just have a bunch of worlds don't they? ANyways, sorry if that dosn't make sense... I havn't played WoW yet *braces self for mob with sticks*
I bought it for my sister on christmas, but we havn't got it running yet for various annoying reasons, but hopfully within the week it will be working
EDIT:
OK, I've been thinking about it. Using a client/server structure for an MMORPG that allows up to 2000 ppl per server, how could the server keep up with incoming data, such as requests to update the players/NPC positions. And even when this has been done, the server still has to send data back to the user so that the media/camera can be updated!
Of course, obviously the user dosn't need data for every user on the server, they just need data from every user within a certain distance (data such as player positions, animations, etc). Anyways, my question is, how the bloody heck can one app on a server handle all this stuff?!?! I mean, thats gotta cost a TON of dough for just one server... unless I'm missing something VERY important about how data for MMORPGs are handled. But from reading through numerous MMORPG guids, this seemed to be what they were saying. But maybe I'm just underestimating the speed of a 4GB server... Can anyone correct me on this?
Mountain Dew, happyness in a bottle.