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Posted: Jan 5th 2008 9:40PM Ghen said

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There is a point when your network grows to the size of WoW or Xbox Live that your redundancy should be extremely cost efficient. With smaller setups a single server failure can sometimes bring down the entire system (like an auth server failing) but with highly redundant networks a single failure is manageable because its load is split between 10 others.

When you grow to that size there's just no excuses for the downtime seen with Xbox Live. They were just trying to cheap out and something went wrong and they got caught without adequate redundancy.

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