Distributed Virtual Environment Systems are widely used in massively multiplayer online games. With an efficient distributed architecture and load balancing algorithm, they can support tens of thousands of players interacting with each other such as in game world. An existing prevalent mechanism is to divide the virtual world into several regions and microcells and mostly use an established balancing algorithm to shed load when one region server is overload. But they generally have various constraints and can’t adapt to the situation such as a crowd gathered in the center of map. Furthermore, many algorithms just focus on reducing the sever-to-server communication cost due to use the connected graph way. In this paper, we propose a load balancing management solution including Area of interest, Border Buffer Region and Definition of cost standard. We also propose an adaptive load balancing algorithm with a new two sets method to solve this center-gathered overload trouble in the DVE systems, while reducing the sever-to-server communication cost and client migration cost at the same time.