

Measures to overcome differences in network infrastructure by country To solve this problem, NC developed its own terrain processing part by improving Unreal 4 with the goal of moving to any map within 0.5 seconds without loading. Lineage W, which was developed based on Unreal 4, had a problem of waiting for loading when moving between regions. If players take time to load the map at client, it can affect gameplay. One of the key elements of Lineage W is the teleport that quickly joins and leaves the battlefield. This work which requires considerable cost and technology is a strategy that only NC can execute.Īlways-seamless play environment enables players to move without loading In addition to connecting between the servers, an acceleration network between the clients was also applied. However, in order to connect via land, the network length inevitably become longer, so NC collaborated with several global IT companies to use submarine cables. When connecting from South Korea, it is easy to think that the server is located in South Korea, but in reality, players are connecting through Singapore or Hong Kong. This issue is usually resolved by creating a common server in the middle. The best way to solve the network delay issue between regions is to minimize the ‘length between the networks'. Thus, NC has applied all its technological power to lower ping (Latency) and minimize delays such as lag (Network delay). For Lineage W, the implementation of a pleasant network is important for the optimized play. This does not mean that the server structure is different, and there is no separate server for each country. From the beginning of the game, you can battle with players from different country, form a clan, or conduct a siege war. This means that no matter which world or server one chooses, anyone can enjoy the game in the same environment regardless of country or region. Lineage W is a 'global one-build' service game.

Pleasant play-experience anywhere, reducing the distance between networks to improve speed They reveal how they developed a network where global players connect simultaneously. In August, CCO Kim Taek-jin showed confidence at Lineage W's first showcase 'The World', saying, "Lineage is often called a microcosm of society, but Lineage W will be a microcosm of the world's society." As it is a multi-access RPG targeting the global market, NC invested a lot and put much effort into implementation of network technology. Lineage W, which implements large-scale global battles while supporting multi-platforms in many countries, has focused on globalization while progressively inheriting the original worldview and system so that players from all over the world can enjoy it. Lineage remains one of NCSoft's top revenue earners as of 2015.Lineage W is a multi-platform MMORPG game that spans PC, mobile, and consoles. NCSoft has announced that as of November 2013 Lineage has generated over $1.8 billion USD in revenue.
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Richard Garriott, best known for the Ultima series and the Western MMORPG Ultima Online, was also involved with Lineage as an Executive Producer. Lineage was designed by Jake Song who also designed an older Korean MMORPG titled Nexus: The Kingdom of the Winds which is also still running. The official North America servers closed on Jdue to declining revenues. The game gained an enormous following primary in its home market of South Korea and in China, but did not enjoy as large an audience in the West. Additional Info Lineage Additional Informationĭeveloped by the Korean studio NCsoft in 1998, Lineage is one of the oldest continuously running MMORPGs in the world.
