Latency and Player Actions in Online Games

Latency and Player Actions in Online Games


Mark Claypool and Kajal Claypool

In Communications of the ACM
Volume 49, Issue 11
Pages 40-45
November 2006


Opening excerpt: Latency determines not only how players experience gameplay but also how online games must be designed to mitigate the effects of latency and to meet player expectations.

Closing excerpt: Internet latencies can degrade the gameplay for all Internet games, but the degradation is most pronounced for games with an avatar model, especially avatar model games with a first-person perspective (such as Halo, Half-Life and Doom). Avatar model games with a third-person perspective (such as World of Warcraft, Everquest and Dungeon Siege) degrade modestly with latency, while games with an omnipresent model (such as Warcraft, Command and Conquer, and Battle for Middle Earth) are more resilient to the effects of latency.


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