Creating compelling multiplayer experiences is one of the trickiest challenges that game developers face today, especially at large scale. The technical complexity in creating online multiplayer, combined with the limited resources available to developers, often results in compromises being made.
The issue comes down that when the scale of a game reaches a critical mass, developers usually need to sacrifice on specific areas whether that be the scale of the game, the graphical fidelity, or finally the quality of the player experience.
EVE Online is famous for achieving epic space battles, including The Siege Of 9-4, a world-record-setting skirmish that involved 6,142 players at its peak. But to push the boundaries of what is possible even further, CCP Games have partnered with Hadean to create a series of large-scale multiplayer demos known as EVE: Aether Wars using the dynamically-scaling cloud engine, Aether Engine.
Using Aether Engine, CCP Games has been able to discover new ways of building large-scale worlds within the EVE Online universe, all whilst optimising and offering a superior user experience. And there’s still further room for optimisation, as Phase Two was a test on how the gameplay experience would fare without any interpolation or client-side prediction logic. Hadean already has ideas on delivering smooth client-side gameplay and has begun experimenting with different interpolation and prediction algorithms fit for this sort of massive scale.
Through EVE Aether Wars: Phase Two, Hadean has shown with its operating system and Aether Engine that it is possible to create a high-quality, globally distributed gaming experience for a massive amount of players.