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AWS wellarchitected documentation change

Service: wellarchitected · 2025-03-10 · Documentation low

File: wellarchitected/latest/games-industry-lens/games-cost-cost-eff-resc.md

Summary

Updated product name references from 'Amazon GameLift' to 'Amazon GameLift Servers' in two locations and corrected documentation links

Security assessment

Changes only involve product name clarifications (adding 'Servers' suffix) and documentation link updates. No security vulnerabilities, mitigations, or security features are mentioned. The content remains focused on cost optimization through resource utilization and Spot Instance management.

Diff

diff --git a/wellarchitected/latest/games-industry-lens/games-cost-cost-eff-resc.md
index b18328f2e..13e825456 100644
--- a/wellarchitected/latest/games-industry-lens/games-cost-cost-eff-resc.md
+++ b/wellarchitected/latest/games-industry-lens/games-cost-cost-eff-resc.md
@@ -22 +22 @@ Optimize the number of game sessions hosted per server instance in order to achi
-To reduce costs, game developers should maximize the number of game sessions hosted on the same physical or virtual server, also known as the packing density of their game servers. This is achieved by increasing the number of game server processes that can be simultaneously hosted on an EC2 instance. A single game server process should not usually require the use of the entire resources available on the EC2 instance. This is one of the most important ways to reduce compute costs for a game and requires the use of software that can spawn and manage multiple server processes on the EC2 instance on separate ports. For example, Amazon GameLift has a [quota on the maximum number of game server processes per instance](https://docs.aws.amazon.com/general/latest/gr/gamelift.html), which you should strive to utilize so that you can reduce hosting costs. Refer to the documentation for Amazon GameLift for details on the current quota for maximum game server processes per instance. 
+To reduce costs, game developers should maximize the number of game sessions hosted on the same physical or virtual server, also known as the packing density of their game servers. This is achieved by increasing the number of game server processes that can be simultaneously hosted on an EC2 instance. A single game server process should not usually require the use of the entire resources available on the EC2 instance. This is one of the most important ways to reduce compute costs for a game and requires the use of software that can spawn and manage multiple server processes on the EC2 instance on separate ports. For example, Amazon GameLift Servers has a [quota on the maximum number of game server processes per instance](https://docs.aws.amazon.com/general/latest/gr/gamelift.html), which you should strive to utilize so that you can reduce hosting costs. Refer to the documentation for Amazon GameLift Servers for details on the current quota for maximum game server processes per instance. 
@@ -32 +32 @@ In addition to efficiently utilizing the right EC2 instance types for your workl
-Spot Instances are ideal for running game servers because they offer the largest compute discounts, do not require usage commitments, and they provide flexibility for unpredictable and spiky workload types. However, Spot Instances can be interrupted, so they are best suited for game server workloads with short game session durations or situations where the tolerance for interruption is higher. For example, the [Running Your Game Servers at Scale for up to 90% lower compute cost blog post](https://aws.amazon.com/blogs/compute/running-your-game-servers-at-scale-for-up-to-90-lower-compute-cost/) provides guidance for running game servers using Kubernetes on Amazon EKS with EC2 Spot Instances. When using Spot, it is also recommended to run game server workloads across multiple EC2 instance types and Availability Zones in an AWS Region to diversify your usage of capacity and reduce interruption risk. It is also recommended to use Spot Instances in combination with On-Demand Instances to minimize the impact of potential disruptions to active game sessions, and to consider using capacity optimized allocations strategy to further reduce the risk of interruption. Refer to the [Best Practices for EC2 Spot](https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/spot-best-practices.html) for additional best practices. [Amazon EC2 Auto Scaling Capacity Rebalancing](https://docs.aws.amazon.com/autoscaling/ec2/userguide/capacity-rebalance.html) can be used to proactively monitor and add additional capacity when Spot Instances are at increased risk of interruption. [Amazon GameLift FleetIQ](https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html) integrates with Spot Instances to optimize the use of low-cost Spot Instances while reducing the risk of interruptions. If you are hosting your game using Amazon GameLift, you should review the [Amazon GameLift documentation](https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-ec2-instances.html) for choosing computing resources. 
+Spot Instances are ideal for running game servers because they offer the largest compute discounts, do not require usage commitments, and they provide flexibility for unpredictable and spiky workload types. However, Spot Instances can be interrupted, so they are best suited for game server workloads with short game session durations or situations where the tolerance for interruption is higher. For example, the [Running Your Game Servers at Scale for up to 90% lower compute cost blog post](https://aws.amazon.com/blogs/compute/running-your-game-servers-at-scale-for-up-to-90-lower-compute-cost/) provides guidance for running game servers using Kubernetes on Amazon EKS with EC2 Spot Instances. When using Spot, it is also recommended to run game server workloads across multiple EC2 instance types and Availability Zones in an AWS Region to diversify your usage of capacity and reduce interruption risk. It is also recommended to use Spot Instances in combination with On-Demand Instances to minimize the impact of potential disruptions to active game sessions, and to consider using capacity optimized allocations strategy to further reduce the risk of interruption. Refer to the [Best Practices for EC2 Spot](https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/spot-best-practices.html) for additional best practices. [Amazon EC2 Auto Scaling Capacity Rebalancing](https://docs.aws.amazon.com/autoscaling/ec2/userguide/capacity-rebalance.html) can be used to proactively monitor and add additional capacity when Spot Instances are at increased risk of interruption. [Amazon GameLift Servers FleetIQ](https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html) integrates with Spot Instances to optimize the use of low-cost Spot Instances while reducing the risk of interruptions. If you are hosting your game using Amazon GameLift Servers, you should review the [Amazon GameLift Servers documentation](https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-ec2-instances.html) for choosing computing resources.