I used to work in a videogame development and publishing industry as a PR manager and community manager about 15 years ago when I still lived in Russia. I stayed in touch with my former colleagues for a while after I left.
I did not encounter any OR/MS algorithm applications when I worked there, unless you count linear algebra in 3D visualization and physics equations. But I could see a lot. For MMORPGs, especially before cloud computing, capacity planning was a risk: if the marketing was too successful, players would "overcrowd" the server, leading to performance issues, and the players would stop playing. I don't know how it works now that AWS is around.
Switching from subscriptions to microtransactions brought a lot of interesting challenges. How much advantage should the paid content give a player in the game? What is the right balance between paying and non-paying players? Then, especially when most of your revenue comes from just a few players (which happens more often than the general public likes to think), how do you handle the situations when a revenue-driving player is cheating or is abusive towards other players?
For the publisher, since the costs are fixed per game developed, and the revenue is proportional to sales, and there is only so many players in the market who have that many days during the Christmas break, selecting the right project portfolio and making decision when to terminate a project that is not going to be worth it are important.
For the game design, in MMORPG there was often a problem that one clan establishes a dominance on a server, creating the situation like in "Make Love, not Warcraft" South Park episode. Since the reward for winning a battle is getting control over the resources that would help you win more battles, this is what to be expected. How do you prevent it?
Ironically, when it comes to game theory, cannot see many applications in the games I used to play or work with, unless it is a behavioral game theory.
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Yulia Vorotyntseva
Saint Louis University
St Louis MO
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