Gaming in the Datacenter Hardware, Software and Architecture

The Curse Network is a comprehensive and accessible resource that enhances our users’ gaming experiences.
Their goal is to provide gamers with an unmatched suite of tools designed to meet every need.  Curse is a centralized hub for everything MMO
as an extension to the explosion in social media, online gaming has brought us a large audience from around the world.
The Curse network and its success may also be a direct result of the tremendous success of Blizzard Activision and their World of Warcraft online gaming.

The Curse network has seen a tremendous growth in the recent months, in 2009 Blizzard Activision announced that World of Warcraft has reached 12 million subscribers.
That is more subscriptions than some countries have in population and we saw that less than a year ago, that is impressive.  
Today new subscribers are joining this community every day, the framework is as I have mentioned social media
and these companies have identified that.  Linking popular games such as World of Warcraft and Starcraft 2 into Facebook and Twitter.

The Curse team from what I have been able to identify has partnered with Microsoft to deploy a robust highly scalable redundant and high performing architecture.  Built on Windows 2008 Server the Curse network platform would be a great case study showing that IIS 7.0 and .NET framework plays out as a
key to the core of the success in this gaming community.

Let’s take a look at the hardware involved to power this architecture.  Photographs taken from here.
I would be thrilled to have the opportunity to speak with the Curse network and learn more about what other technologies are used.
Please contact me, thank you.


In May of 2010, Datacenter Knowledge sent us this news.
Blizzard and AT&T have expanded the 10-year relationship in North America as the network to deliver World of Warcraft and Starcraft 2, this will most likely also include Diablo 3.  AT&T supports Blizzard with its ‘Gaming Core Team’ a special unit formed in 2004 to meet the infrastructure needs of customers gaming operations.

Paul Sams COO of Blizzard Entertainment commented on Datacenter Knowledge; “Over the years, AT&T has demonstrated that it understands the needs of our business”.  The shared mission, it is kindness, understanding and not being just another vendor but rather a partner…

In 2009 AT&T and Blizzard let the people know a little more about the hardware which drives this alternate universe.
Here are the data points:


·     Blizzard Online Network Services run in 10 data centers around the world, including facilities in Washington, California, Texas, Massachusetts, France, Germany, Sweden, South Korea, China, and Taiwan.

·     Blizzard uses 20,000 systems and 1.3 petabytes of storage to power its gaming operations.

·     WoW’s infrastructure includes 13,250 server blades, 75,000 CPU cores, and 112.5 terabytes of blade RAM.

·     The Blizzard network is managed by a staff of 68 people.

·     The company’s gaming infrastructure is monitored from a global network operating center (GNOC), which like many NOCs, features televisions tuned to the weather stations to track potential uptime threats across its data center footprint.




About noneil
Rapper turned Rockstar!

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