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The effect of latency on user performance in Warcraft III

Published:22 May 2003Publication History

ABSTRACT

Latency on the Internet is a well-known problem for interactive applications. With the increase in interactive network games comes the increased importance of understanding the effects of latency on user performance. Classes of network games such as First Person Shooters (FPS) and Real Time Strategy (RTS) differ in their user interaction model and hence susceptibility to latency. While previous work has measured the effects of latency on FPS games, there has been no systematic investigation of the effects of latency on RTS games. In this work, we design and conduct user studies that measure the impact of latency on user performance in Warcraft III, a popular RTS game. As a foundation for the research, we separated typical Warcraft III user interactions into the basic components of explore, build and combat, and analyzed each individually. We find modest statistical correlations between user performance and latency for exploration, but very weak correlations for building and combat. Overall, the effect of even very high latency, while noticeable to users, has a negligible effect on the outcome of the game. We attribute this somewhat surprising result to the nature of RTS game-play that clearly favors strategy over the real-time aspects.

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  • Published in

    cover image ACM Conferences
    NetGames '03: Proceedings of the 2nd workshop on Network and system support for games
    May 2003
    168 pages
    ISBN:1581137346
    DOI:10.1145/963900

    Copyright © 2003 ACM

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    New York, NY, United States

    Publication History

    • Published: 22 May 2003

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