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Running Live: Many Games for a Long Time
Games are becoming more of a service than a product. As a service, games have to constantly offer new content before users move on or quit. A couple of years after going to live service, the game software suffers software bloat and the entire game team gets into technical debt rapidly.
This talk will share experiences dealing with the technical debt in many live projects, mostly about extreme cases and experiences in Dungeon & Fighter, one of the most successful and largest online PC game in Asia.
As live service gets older and bigger, it gets harder to notice critical problems that are occurring to small number of users (like crashes, lags, memory problems and hacking) and even if these issues are identified, it is still hard to know the scope of the problem and can be costly to debug and reproduce.
This talk will also give a sneak peek into how Nexon is developing technology to deal with such problems for many projects in effective, efficient and reusable way such as finding the cause without having to reproducing it in development environment or having to add debugging log.
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