Index L


[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  



Developing Online Games. An Insiders Guide
Developing Online Games: An Insiders Guide (Nrg-Programming)
ISBN: 1592730000
EAN: 2147483647
Year: 2003
Pages: 230

flylib.com © 2008-2017.
If you may any questions please contact us: flylib@qtcs.net