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TOM CLANCY'S THE DIVISION throws players into a mid-crisis Manhattan in the aftermath of a devastating pandemic, blending online RPG and third person shooter mechanics in both open world and scripted levels. Hosting the game on dedicated servers was essential for providing a seamless online experience.
This presentation describes how the NPC behaviors and animation systems have been designed for this client-server architecture and examines the implications for game design, development and production.
Covered topics include: the challenges of having different physics and animation representations on the client and server, NPC reactions and behaviors, CPU and memory budgets, debugging server-side behaviors, and how this architecture affected production both prior-to and after launch.