thank you for mentioning and sharing your experiences with pubnub, 
althought it seams a bit expensive for my purpose (at least the pay as you 
go system, haven't calculated the prepaid options yet). It looks 
interesting for applications with somehow "moderate" update rates / pushes, 
since you get the whole package from client to server apis, but in my case 
here, it looks really expensive. 

If i understand the pricing model right, i would pay 5 credits per message 
on a broadcast to 4 players (currently the maximum player size per game), 1 
to the system and 1 for each player. One credit costs "only" $0.0001 (which 
makes $0.0005 per broadcast), which doesn't look much, but throughout a 
game, there are a few of those. Let's say each player performs every 4 
seconds an action that requires a broadcast, results in 1 broadcast per 
second per hosted game. That would cost a lot of money. Guess that an ec2 
instance would cost way less and running the game logic directly their 
would also reduce the latency and the load of other instances. 

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