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.
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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
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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
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Quality greatly advanced by cooperative, open, live development environment