Yeah, I didn’t mention that before because I hadn’t planned on it working that way. I only thought of the idea when we started having the discussion about server cost and realized that the costs might be an issue for some people. The reason I wrote the World Server as a separate component is because I wanted to be able to run this system in a web farm. My day job for the past 10 years has been building .NET web services that run in large web farms and connect to SQL databases, so this type of thing is what I know best. Luckily it turns out that a large web farm is pretty much the same as running distributed across many client PC’s. So I really don’t have to change much of anything (maybe just a client setting where they can pick the maximum number of map instances they want to run) to get it to work that way if that is what you want. Obviously security and cheating are issues, but depending on the kind of game you want to build maybe it doesn’t matter. I play my game with just 4 of my close friends, so I shouldn’t have to worry about cheating… Although I did move the dice rolling into the game just to keep them honest 