skip to main content
10.1145/1730836.1730863acmconferencesArticle/Chapter ViewAbstractPublication PagesmmsysConference Proceedingsconference-collections
invited-talk

Latency can kill: precision and deadline in online games

Published: 22 February 2010 Publication History

Abstract

The growth in network capacities and availability has been accompanied by a proliferation of online games. While online games perform well under many network conditions, Internet delays can often degrade online game performance. The precise impact that latency has on online gameplay depends upon the game type and the actions within the game. While the effects of latency on specific games has been studied, knowledge about the effects of latency on classes of games and about the effects of latency on different player actions is lacking. This paper presents a broad, perspective-based classification of games based on player control and camera view. The foundation of the game classification are player actions, each of which is defined by its precision and deadline requirements. Experiments with controlled amount of precision, deadline and latency support the classification. This classification of games should prove useful for game designers, network engineers and game players themselves as they build and play on tomorrow's networks.

References

[1]
T. Beigbeder, R. Coughlan, C. Lusher, J. Plunkett, E. Agu, and M. Claypool. The Effects of Loss and Latency on User Performance in Unreal Tournament 2003. In Proceedings of ACM Network and System Support for Games Workshop, Portland, OG, USA, Sept. 2004.
[2]
M. Claypool. The Effect of Latency on User Performance in Real-Time Strategy Games. Elsevier Computer Networks, Special Issue on Networking Issues in Entertainment Computing, 49(1):52--70, Sept. 2005.
[3]
M. Claypool and K. Claypool. Latency and Player Actions in Online Games. Communications of the ACM, 49(11), Nov. 2006.
[4]
M. Dick, O. Wellnitz, and L. Wolf. Analysis of Factors Affecting Players' Performance and Perception in Multiplayer Games. In Proceedings of the 4th ACM Network and System Support for Games, Hawthorne, NY, USA, Oct. 2005.
[5]
T. Fritsch, H. Ritter, and J.H. Schiller. The Effect of Latency and Network Limitations on MMORPGs: a Field Study of Everquest 2. In Proceedings of the 4th ACM Network and System Support for Games, Hawthorne, NY, USA, Oct. 2005.
[6]
S. Jaiswal, G. Iannaccone, C. Diot, J. Kurose, and D. Towsley. Inferring TCP Connection Characteristics Through Passive Measurements. In Proceedings of IEEE Infocom, Hong Kong, China, Apr. 2004.
[7]
A. Rollings and E. Adams. On Game Design. New Riders, 2003. ISBN: 1-5927-3001-9.

Cited By

View all

Index Terms

  1. Latency can kill: precision and deadline in online games

    Recommendations

    Comments

    Information & Contributors

    Information

    Published In

    cover image ACM Conferences
    MMSys '10: Proceedings of the first annual ACM SIGMM conference on Multimedia systems
    February 2010
    328 pages
    ISBN:9781605589145
    DOI:10.1145/1730836
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

    Sponsors

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 22 February 2010

    Permissions

    Request permissions for this article.

    Check for updates

    Author Tags

    1. avatar
    2. deadline
    3. games
    4. latency
    5. perspective
    6. precision

    Qualifiers

    • Invited-talk

    Conference

    MMSYS '10
    Sponsor:
    MMSYS '10: Multimedia Systems Conference
    February 22 - 23, 2010
    Arizona, Phoenix, USA

    Acceptance Rates

    MMSys '10 Paper Acceptance Rate 25 of 59 submissions, 42%;
    Overall Acceptance Rate 176 of 530 submissions, 33%

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)67
    • Downloads (Last 6 weeks)5
    Reflects downloads up to 25 Jan 2025

    Other Metrics

    Citations

    Cited By

    View all

    View Options

    Login options

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    Figures

    Tables

    Media

    Share

    Share

    Share this Publication link

    Share on social media