Quote Originally Posted by Alcyon_Densetsu View Post
Wow! That is probably the most enlightening explanation I read on the issue. Thank you very much for such an interesting read!

I have a couple of follow-up questions if you don't mind

1. Considering that in Japan, most customers are connected to the internet through very good connections (100Mbps symmetrical with quite low latency), do you think it could explain why SE chose a server live-state architecture? And do you think it's a wise choice considering the quality of worldwide connections as of 2013 (NA, SA, EU, Asia…), bearing in mind that's there's only 1 datacenter for each half of the world?

2. Do you know of any other games that are also based on such a server live-state architecture?
Thanks, glad I could help. To answer your questions:

1a. I would say your guess is likely to be quite accurate as to why SE would choose this model of networking in their game. In addition to the advanced network infrastructure in Japan, the geographical size of the country also provides for a reduced latency due to less lengthy hops a connection has to make between server and client.

1b. I would say it was an unwise decision based on the limited availability of localized servers (2 data centers for the whole planet). If SE had licensed servers to data centers all over the world in order to serve local communities, these issues would not be so apparent.

2. No MMOs that I know of, specifically, for the reasons stated above.