Weaknesses of  the
Internet
  
And how RONIN avoids them 
Bandwidth
Constraints
Typical gamers 28.8k modem makes the Internet
feel very slow
  - 
    Ronin players communicate very small packets of information.
  
- 
    All graphics and sounds are composed LOCALLY from preloaded elements.
  
- 
    A heavy four-way battle requires less than 10k of bandwidth
Latency
problems
It is difficult to assure latencies below 250
msec
  - 
    While Ronin is not explicitly turn-based, it is paced.
  
- 
    Non-twitch nature of game makes 2HZ game cycle quite responsive
  
- 
    Ronin is designed for 500 msec latencies
Revenue Models
So far there is no proven method to make money
on the Web
  - 
    Ronin could operate on any combination of four "traditional" revenue models:
    
      - 
	Advertisement supported: Ronin delivers a highly desirable demographic
      
- 
	Subscription based: Persistence and evolution ensure long-term
	interest.
      
- 
	Usage charges: Long gameplay supports hourly charges. Tiering
	fits naturally.
      
- 
	Shareware: Limits on lifespan, scope, or graphics can be used
	to sell up.
    
 
- 
    But Ronin supports its own unique and highly flexible
    revenue system.
Server Upkeep
Large-scale projects generally require large-scale
server capacity
  - 
    Ronin is decentralized, with small, sporadic demands on Big Fun servers.
  
- 
    Big Fun server authenticates and introduces opponents, and records outcomes
  
- 
    Only peer-to-peer communication occurs during actual battle
  
- 
    NPC opponents require only local gameplay.
Constant change
Net users demand regular maintenance and upgrade
of any site.
  - 
    Ronin is designed not as a static product but as an evolving game
  
- 
    People who loved the simple game see it grow in complexity and depth with
    them
  
- 
    Quality greatly advanced by cooperative, open, live development environment