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From what I've read from Raph before, and what he said in this article, "cloud-native" appears to be all about making use of cheap server power. Traditionally, MMORPGs run on bespoke server hardware and software. It's bloody expensive, very technical to get running properly, and slow to change. Raph and his team have identified that cloud hosting services like AWS or Azure offer extremely cheap server hosting that can be very easily scaled up and down. Raph wants to leverage that power. This is of course already possible in existing MMORPGs, its just very expensive and slow to scale up or down when ur running on bespoke software and hardware. I'll be interested to see what Playable Worlds ends up using the power for. Some interesting examples from the article, but the reality is what counts. Only thing that worries me from the article is the desire to play the game on multiple devices. I've yet to play a good game on a mobile phone, and I've yet to see a PC game that wasn't dramatically compromised by being ported or mobile. So, I've just gotta hope that any mobile access is restricted to just small parts of the game (e.g. guild chat, calendar, any micromanagement sort of stuff) and not to the main gameplay loops. If you can play the whole game from a mobile, then theres a very high chance of me hating it.
Logic, my dear, merely enables one to be wrong with great authority.
The point from the article that worries me is that they are intending for the back-end to be blissfully aware of what device is using the service. In practice, that has led to a lot of 'least common denominator' type games, where the almighty and versatile PC implementation is hampered by the necessity for compatibility with various console systems. It is relatively easy to see in basic input systems; there's a big, noticeable difference between a 12 button controller and a 109+ button keyboard. Let's hope this project finds a better solution to this issue.