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Episode 15 · Jun 12, 2026 · 1h 06m
Why Multiplayer Games Are Just Distributed Systems | Ellyse Cedeno on BEAM & the Actor Model
OTPDistribution
Every player is a process. Every monster is a process. Every zone is a process. Sound familiar?
In this episode, Allen Wyma and Francesco Cesarini sit down with Ellyse Cedeno - technology and product leader with 25+ years across online games, distributed systems, and real-time platforms - to explore why the BEAM and the actor model are a natural fit for multiplayer game servers, and why the games industry keeps learning this the hard way.
Topics include:
- why MMORPGs and telecom systems have more in common than most people realize
- the N-squared problem: why high player density is so expensive and how classic games solved it
- why Java threads and deadlocks were the original game server nightmare
- how the actor model eliminates lock management - and what that means for mob AI
- event-sourced vs tick-based architecture and when each makes sense
- zones, sharding, and the air traffic control analogy for seamless server handoffs
- building a NetHack-style multiplayer game in LiveView - and what the DOM diffing taught her about game state
- why the games industry is dominated by C++ and Unreal, and what it would take to change that
- using player behavior analytics to catch bugs before ops teams or server logs do
- the production horror story of someone pulling the live database drive mid-operation
Plus: why Ellyse wants to publish a 100% Elixir game on Steam, and what the open source game_server project on Codeberg is trying to do.
Recorded May 25, 2026.