EVE has the nice property where the universe is already split up into these nice partitions connected by a network of jump gates. It maps very nicely onto a server farm.
Sorry if my previous post came off as dismissive, as a game development enthusiast I was focused only on the application to games rather than the technology itself. The point I was trying to make is that even with this technology, we are unfortunately not closer to being able to create real-time action mmos. For an advancement in this area, we need a leap in network capabilities, rather than server efficiency.
This doesn't solve any new problems, what it does do is provide a licensable technology that many studios have to re-invent themselves, there is value in that however.
There then instead of node ownership based on the space grid, you'd want to somehow have node ownership based on clustering/density.
So maybe constantly iterate a K-means clustering algorithm, where servers are cluster centers and every player/client in the cluster belongs to that server.
That would be my back of the envelope approach. It probably has lots of terrible flaws that I haven't thought of yet.
One of my favorite articles is on this very subject: http://www.gamasutra.com/view/news/114192/Opinion_Designing_...
- Shard: Encompasses all parts of a single game world
- Zone: Area of the game which can't be further broken down; the players in this area are all connected to the same node and performing actions there.
- Instance: Area of the game which is unique for a player or group of players. This is done so that players can be together and not be interrupted by others, e.g. someone killing a boss before the group gets to it and having to wait for it to respawn. These are created on demand by players and go away after the players leave.
- Node: Single machine that runs parts of a shard. This could be one zone with a high average player count, or a bunch of zones with fairly low player counts (e.g. large open areas) and maybe some instances thrown in.
Some details here can change from game to game, but most of it's pretty general.