2004 Web and Downloadable Games White Paper 
IGDA Online Games SIG 
Among the disadvantages of the peer to peer architecture, is its inadequacy to provide control to the 
game administrators. All nodes being equal, none of them has a control on the entire simulation, 
providing greater opportunities for hacking and cheating. 
c) 
Standalone  
A stand alone game is a game that once installed is capable of operating without reliance on external 
networks or machines. As they do not rely on connectivity, stand alone games are often single player 
games or require multiple players to use the same computer simultaneously. Traditionally, stand 
alone online games are written in all software programming environments, including C/C++, Java, 
Flash, Shockwave, Visual Basic, and others. C# is also becoming a small player in the market. 
3. 
Network Protocols 
A connection or network protocol describes the set of rules that two applications use to communicate with 
each other. There are thousands of different network protocols in use, incorporating a wide set of uses, 
ranging from downloading documents to exchanging real time audio and video. Furthermore, when two 
applications communicate with each other, they will most likely use several protocols simultaneously. This 
section discusses the common protocols broadly used in networked online games.  
As described previously, stand alone games do not require any network protocol while played, and 
generally use Internet standards such as HTTP or FTP in order to be downloaded. Rather, network 
protocols apply to client server or peer to peer architectures, and to single session and persistent state 
worlds. 
a) 
Internet Protocols 
(1) 
IP 
Most computers on the internet today use the Internet Protocol (IP) to communicate with each 
other. IP is a low level protocol used by routers and hosts to ensure the packets travel from the 
source host to the destination host
34
. IP hides the transmission path and the recipient host has no 
way to know what hardware is on the transmission path, such as phone lines, LAN, satellite links, 
etc. IP splits the packets into small fragments when they traverse network links that cannot 
support large packets, and reassembles the packets at the other end. Finally, the IP header also 
includes a  Time To Live  (TTL) field that specifies how many network hops may transfer the 
packet before the packet is discarded. This prevents packets from being accidentally routed in 
infinite loops around the Internet. 
Applications generally never use IP directly. Instead, they use one of the protocols that are written 
on top of IP. These higher layer protocols include services for acknowledgements and 
retransmission, or support for application port numbers. 
(2) 
TCP/IP 
The Transmission Control Protocol (TCP) is the most used protocol on the Internet today. It is 
usually layered on top of the IP and referred to as TCP/IP. This protocol provides the running 
application with the illusion of a simple point to point connection to another application running on 
                                                      
34
 S. Singhal, M. Zyda. 
Networked Virtual Environments   Design and Implementation.
 Addison Wesley, 
1999 
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