MANAGED SERVICES gaming
the cloud enabled Multiplay to spin-up and provision the IT resources required to support 25,000 new users in less than four hours while still being able to deliver a superior online experience.
Similarly, with the launch of the highly anticipated Linkin Park RECHARGE (
http://www.lprecharge.com/), game development company KUULUU needed a high performance and scalable service to support the demands of potentially 55 million plus facebook followers playing the game. A big percentage of Linkin Park’s audience are gamers, and as Linkin Park are the biggest band on Facebook, KUULUU were conscious that producing and running RECHARGE as a Facebook mid-core game would be especially resource-intensive and so needed the performance and bandwidth delivered in a flexible way to match their industry and product requirements.
Dealing a fair game As with other industries, cloud infrastructure pricing models are central
to games companies’ success as they test their titles before committing significant investment to any large scale infrastructure deployment. With the rise of free to play games, it becomes increasing important limit expenditures through a billing module that operates on a pay-as-you-go basis. This way, gaming companies avoid capital outlays and are in a position to scale up with ease if the success of the game demands it at short notice, as was neatly demonstrated during the launch of Linkin Park RECHARGE.
For games development companies, cloud hosting is the way forward. Companies already developing and hosting in the cloud have so far found themselves at a significant advantage, often producing high spec games with the game speeds to match. Companies yet to make the leap to a cloud model are now starting to acknowledge its advantages from the development environment right through to the final gaming experience. In short, a move to cloud means that games developers can do what they do best: make beautiful games for the rest of us.
Summer 2014 I
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