Originally posted by Uridine:Really, I mean come on. All the big MOBA games out there run dedicated now, but for whatever reason were stuck with peer-to-peer. Which is always awful compared to dedicated.
So why don’t we have dedicated servers, this is a triple A budget game.
Would it be worth it to maintain servers for a small number of thousands of players with a lot of distance between? It’s not League where every region has tonnes of players.
Servers and bandwidth are expensive. A single instance in Azure can cost hundreds of dollars per month to maintain. Let’s assume $500 USD per month. Now deploy that across 12 regions globally for latency reduction across the user base. That alone is $6000 USD per month in nothing but infrastructure.
Then you have to pay someone to maintain that infrastructure and all the security it requires. If you don’t have a cloud service expert on your team you have to hire one which is an additional 30-70 thousand USD annually depending on the resource which goes against your title’s budget.
Just the cloud services component in this random example will cost the project $36,000-$76,000 USD anually. That’s ON TOP of the operational budget they already have to cover for the project.
Now consider this isn’t Call of Duty: 2019 Super Crappy Extended Remastered Rehashed Director’s Cut Ripoff Edition so you’re not guaranteed record breaking sales on day one from the mindless drones who can’t recognize a good game from annual reskinning. This is a unique title in a sea of successful franchises. This might have flopped hard and they still would have had the expenses of cloud services to support a meager player base.
Suddenly ‘cheap’ gets a lot more complicated, doesn’t it?