On Wednesday I talked about the splitting of MMORPGs into various servers ("sharding") and why it is done. In Thursday's post - which nobody read, incidentally, go do it now - I pointed out reasons against sharding.
Now, creating a single-server world for millions of people isn't easy. Not only do people have different interests, as pointed out in part one, but the world would also, quite literally, get too full. Imagine World of Warcraft's Dalaran (or worse, Ironforge in vanilla WoW) with a hundred times as many players or more. Or imagine the amount of loading time for your capital city in Aion several times more personal shops around than there are already. Below I'll discuss several ways to alleviate this problem, to actually make single-server worlds possible.
Changing Wrath of the Righteous
2 days ago