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New World — Amazon Games

Overview

Amazon Games' New World is a seamless MMORPG (launched 2021) that became the 5th-highest concurrent-user game in Steam history with >900,000 concurrent users in its opening weekend. The architecture is notable for running at 30 Hz simulation frequency (≈6× the ~5 Hz of traditional MMOs), 2,500 players per seamless world, 7,000+ AI entities per server set, and hundreds of thousands of objects — all backed by AWS infrastructure with DynamoDB handling ~800,000 writes every 30 seconds for game-state persistence. Source: AWS Games blog — The Unique Architecture behind Amazon Games' Seamless MMO New World, summarized in sources/2022-07-11-highscalability-stuff-the-internet-says-on-scalability-for-july-11th-2022.

Scale snapshot

Metric Value
Peak concurrent users (opening weekend) >900,000
Players per seamless world 2,500
AI entities per server set 7,000+
Simulation frequency 30 Hz
Traditional MMO frequency (comparison) ~5 Hz
DynamoDB writes ~800,000 / 30 seconds
State-change rate millions / second

Architecture thesis: scale-out over scale-up

"In the old world, if things needed to scale up, you bought bigger hardware."

New World instead distributes the simulation across many hub-instance servers spread across AWS Regions, passing player state between hubs as players traverse the world — a geographic sharding of the simulation rather than a server-pool partition. Each hub is a node in a distributed simulation mesh; player state flows across mesh boundaries as players move.

Why this matters

  • 30 Hz seamless world. Traditional MMOs simulate at ~5 Hz and zone the world (loading screens between zones). New World targets a 6× higher simulation frequency and zero zoning. Compute density must be split across many hubs to meet the 30 Hz budget at 2,500-player density.
  • Per-player state is heavy. Each player + AI entity emits many state changes per tick; 800K DynamoDB writes every 30 seconds implies ~27K writes/sec per world pair averaged out, at peak.

AWS stack

  • Amazon EC2 — hub-instance compute; the simulation mesh.
  • Amazon DynamoDB — persistent game state (writes of player position, inventory, world state).
  • AWS Lambda — serverless event handling for known core gameplay loops; backend event processing.
  • Multiple AWS Regions — hubs distributed globally; per-Region simulation meshes.
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