Server Bubbles

* See also Server
* See also Client
* See also Design_Spec_index
* See also Game_of_this_type_-_Difficulties
Game_World - the simulation within which the Player Experiences the Game
Mission/Quest - Solo or Party isolation from interference 
The game exists as Data which can be processed in different ways and mode at different times.
The game RUNS on multiple Computers simultaneously and the Data is p[assed back and forth as required.
The game (Experience) for a Player can be run in an isolation state when needed 
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A MMORPG Game Engine mechanism to Isolate a Player during some Missions to prevent Player interference and to allow Auto-Generated scenarios to be created/run.
The Server Bubble Functionality may be able to utilize the Players game machine to run a significant amount of the game execution to offload the load from the Game Servers. 
AKA "Instances"
A separate game space in the Server replicated in memory/simulation
Isolation from other (interfering) Players ( scenario situation thus might be Pausable/Saveable )
Able to be Created 'On-the-Fly' and Auto-Generated/composed/customized from Assets scripting
xfer descr from ? pages
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Transfering To/From the Bubble
Seamlessly is desireable (without delays and obvious 'transition')
Patching/integrating the Data BACK into the Primary Simulation (the multiplayer game-world)
Group Play (operating with many Players being involvced)
* Handling Players 'bailing'
* synchronizing (the interaction data passed between the Players Clients)
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