A look into the nuts-and-bolts of EVE Online's single-shard architecture

Have you ever wondered why MMOs have multiple servers and limitations on the number of people that can be squeezed onto each? It's a good question, especially when you consider EVE Online's impressive single-shard (single-server) setup, where tens of thousands of concurrent players can log on in the same environment.

CCP's Kjartan Emilsson wrote an article for Gamasutra explaining why most MMOs choose to separate their population onto several severs. The main problem, Emilsson said, was the issue of avatar density. Too many players in too small of a space creates a miserable experience for all involved. So either the game has to put limits on how many avatars can be in an area, or create a playing field that is so large as to render this issue null.

Emilsson went on to argue the case for single-server games that create a united society instead of a fractured one. He detailed the setup of EVE's server architecture, which is held together by a single database at its nucleus and has been steadily growing and improving over time. If you love to read the nuts-and-bolts of the underlying technology that makes games like EVE run, then do yourself a favor and give this article your time.
This article was originally published on Massively.