I wont speak to the specifics of Blizzard’s setup since i don’t know it, but the point of cloud computing in general is that it’s very easy to pull in extra resources when you need them.
With the old server blades if you had a problem, you’d need to go get more server blades and hook them up. Either getting new server blades, or taking servers away from something else that doesn’t need them right now.
With cloud servers, you can do that without needing to move a bunch of hardware around. The whole point of the cloud is that everything is connected, and it’s easy to shift resources around as needed.
Back in the day, this character of mine existed on the realm Medivh. I was present at the AQ opening event and was even captured in the official video footage for a split second. It was hell trying to log onto the server that day (thanks to all of you who played back then for almost ruining it for us server-natives). But we survived that day and the months leading up to it, including the Mannoroth folks spamming the server with level 1s to crash the server multiple times a day. As someone who lived the many “awful” experiences described in this thread that are being used to support sharding, I can say it really wasn’t that bad.
Vanilla came with its own way of dealing with high server load, and it was the good ole server queue. Can’t get in? Roll another server. Hell, this character only came into existence when Draenor went down for a week-long maintenance over Christmas '04. My cousin and I rerolled on Medivh, rather than waiting for the server to come back up and it was the best decision we ever made.
At the end of the day, the servers will steady out, everyone will move past the starting zones and spread thinner and thinner into the world until stability is reached. I’m all for increasing server caps at launch (within reason) and allowing more people into the game. But this original game was designed with the mindset of a community of 4-5k (3-4K concurrent) players within a realm. Why threaten that with artificial instances splitting up the player base? Seems silly to me.
Math
1.2 million players at launch (it will be more but I like easy math)
20 servers… That’s 60,000 players per server…
6 starting zones per server… that’s 10,000 players in each starter zone…
That is NOT Vanilla…
if only 600,000 people play, that’s 5,000 per zone
if only 300,000 people play that’s 2,500 per zone…
We are missing WAY too much info to even think about this honestly, if it’s vanilla like servers it will be IMPOSSIBLE to even get past 4k people into a server due to server cap’s. Also doesn’t logic dictate that blizzard would offer many more then 20 servers if the demo itself had so many people wanting to play?
Not really. The demo was free to anyone with a virtual ticket and was a very small brief thing. The issue with realm sizes needing to be dynamic is that if you open 100 servers and six months later 80% of the people have stopped playing, you are left with a small handful of active realms and then a bunch of dead ones.
Actually this is exactly what happened during the demo. By the end of the play period there were a couple active realms where people were filtering to for events and stuff, and then dozens of realms that were empty or had a couple people per side.