[A] [B] [C] [D] [E] [F] [G] [H] [I] [J] [K] [L] [M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W] [X] [Z] lag causes of co-locating servers 2nd 3rd minimizing 2nd 3rd 4th 5th 6th 7th languages choosing which to support implementing new Unicode latency broadband in Xbox Live service launch costs, budgeting 2nd 3rd 4th 5th 6th 7th launching Anarchy Online (Gaute Godager) mistakes made 2nd 3rd 4th 5th 6th 7th 8th 9th 10th post-launch 2nd 3rd 4th things done well assigning responsibilities during transition period 2nd common launch problems 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th dangers of launching prematurely 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th determining number of required support people determining required bandwidth 2nd 3rd estimating growth rate determining required hardware 2nd servers 2nd disaster control 2nd dealing with disaster 2nd 3rd disaster control plans 2nd estimating sales of shelf units 2nd 3rd guidelines 2nd 3rd 4th 5th help requests , dealing with 2nd 3rd 4th 5th 6th 7th length of launch phase live development team introducing to player base 2nd transitioning to 2nd overstaffing on launch player support 2nd 3rd 4th 5th post-launch. [See post-launch] preparing for freezing the client code 2nd freezing the server patches publishing online retail boxes staffing using temps 2nd 3rd staged launches 2nd technical stability 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th training staff transitioning from launch to live operations 2nd 3rd transition ceremonies with bugs lead designers licensed properties benefits risks lifecycles MMORPGs (massively multiplayer online role-playing games ) Dark Age of Camelot 2nd Everquest 2nd Lineage\: The Blood Pledge (ital) 2nd subscription growth Ultima Online 2nd Lineage\ The Blood Pledge (ital) 2nd Linux live develoment teams major expansions 2nd implementing live development team introducing to player base 2nd transitioning from launch to live operations 2nd 3rd transition ceremonies transitioning to 2nd live development teams 2nd critical bugs and exploits 2nd documenting changes game balancing 2nd live production plans live test servers 2nd 3rd major expansions nerfing publishing 2nd 3rd schedules 2nd 3rd 4th 5th 6th responsibilities 2nd 3rd live production plans live team responsibilities live teams community relations 2nd 3rd creating singular contact people 2nd 3rd 4th 5th designing for growth email 2nd empoweing players feedback loops message boards 2nd 3rd micro-communities player-run communities 2nd 3rd 4th web site maintenance composition of internal investigations 2nd live development teams. [See live development teams] player relations gamemasters (GMs) 2nd 3rd 4th 5th out-of-game support 2nd security strike teams 2nd transitioning to 2nd live test servers 2nd 3rd localizations logging post-launch 2nd 3rd 4th Longest Journey, The (ital) low-cost retail distribution model |