Index M


[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]

M59 (Meridian 59)
       history (Schubert)   2nd   3rd   4th   5th   6th   7th   8th   9th   10th   11th   12th   13th   14th   15th   16th   17th  
Macris, Alex   2nd   3rd   4th   5th   6th  
MACs (multiple alias cheaters)  
magazine cover mounts (distribution model)  
maintenance  
man-made terrain editors  
Manachi, Daniel ’Savant “
       biography   2nd  
management
       budgeting considerations   2nd   3rd   4th  
marketing
       targeting players   2nd  
               acquisition and retention   2nd   3rd   4th   5th   6th  
               Bartle player types   2nd   3rd   4th   5th   6th   7th  
                “new player experience “   2nd   3rd   4th   5th   6th  
               reasons for losing players   2nd   3rd   4th  
                socialization features   2nd   3rd   4th   5th   6th   7th   8th   9th   10th   11th   12th   13th  
               Themis Group player satisfaction matrix   2nd   3rd   4th   5th  
Marketing Development Funds (MDFs)  
markets
       analysis   2nd  
       classic game
               risk/reward analysis  
       classic games  
               return on investment  
       consumer segments  
               expected growth   2nd  
               hard- core market  
               mass-market  
               moderate market  
               movement between groups  
               pyramid  
       cost of entry   2nd  
       deciding to enter the online game market   2nd  
               considerations   2nd   3rd  
       determining your niche  
       persistent worlds   2nd  
               return on investment  
               risk/reward analysis  
       retail hybrid  
               return on investment  
               risk/reward analysis  
       success strategies   2nd  
       traditional online gaming markets  
mass versus content   2nd  
massively multiplayer online games (MMOGs).   [See persistent worlds (PWs)]
massively multiplayer online role-playing games.   [See MMORPGs]
MDFs (Marketing Development Funds)  
Meantime (ital)  
merchandising  
Meridian 59 (M59)
       history (Schubert)   2nd   3rd   4th   5th   6th   7th   8th   9th   10th   11th   12th   13th   14th   15th   16th   17th  
message boards   2nd   3rd  
micro-communities  
       leadership roles   2nd   3rd   4th   5th   6th   7th   8th  
Microsoft Project  
Microsoft SQL Server  
MMOGs (massively multiplayer online games).   [See persistent worlds (PWs)]
MMORPGs (massively multiplayer online role-playing games)
       lifecycles  
               Dark Age of Camelot   2nd  
               Everquest   2nd  
               Lineage\: The Blood Pledge (ital)   2nd  
               subscription growth  
               Ultima Online   2nd  
monitoring chat logs  
Monster (ital)  
morale , building   2nd  
MTrek (Multi-Trek) (ital)  
MUD II  
MUD imp syndrome   2nd   3rd  
MUDs (multi- user domains)
       Bartle Quotient Survey
               questions   2nd   3rd   4th   5th   6th   7th  
               results   2nd  
       history (Bartle)  
       maintaining balance of player types   2nd   3rd   4th  
               action, emphasizing   2nd  
               environment, emphasizing   2nd  
               interaction, emphasizing   2nd  
               overbalancing   2nd  
               players, emphasizing   2nd  
               stable configurations   2nd   3rd   4th   5th   6th  
               strategies   2nd   3rd   4th  
       player types  
               Achievers   2nd   3rd  
               dynamics and flow-of-influence   2nd   3rd   4th   5th  
               Explorers   2nd   3rd  
               inter-relationships among   2nd  
               Killers   2nd   3rd  
               Socializers   2nd   3rd  
       sources of player interest in MUDs   2nd   3rd   4th   5th  
       types  
               game-like  
               social  
       versus adventure games   2nd   3rd  
MUDs (multi-user dungeons)  
Mulligan, Jessica  
       failure of UltraCorps (last word ital)   2nd  
               exploiting game flaws   2nd   3rd   4th  
               failure to refresh the game  
               lack of publicity  
               lack of sysops   2nd  
       MMORPGs lifecycles  
               Dark Age of Camelot   2nd  
               Everquest   2nd  
               Lineage\: The Blood Pledge (ital)   2nd  
               subscription growth  
               Ultima Online   2nd  
        turn -based conquest games  
               exploiting game flaws  
multi-processor PCs   2nd  
multi-user domains (MUDs)
       Bartle Quotient Survey
               questions   2nd   3rd   4th   5th   6th   7th  
               results   2nd  
       history (Bartle)  
       maintaining balance of player types   2nd   3rd   4th  
               action, emphasizing   2nd  
               environment, emphasizing   2nd  
               interaction, emphasizing   2nd  
               overbalancing   2nd  
               players, emphasizing   2nd  
               stable configurations   2nd   3rd   4th   5th   6th  
               strategies   2nd   3rd   4th  
       player types
               Achievers   2nd   3rd   4th  
               dynamics and flow-of-influence   2nd   3rd   4th   5th  
               Explorers   2nd   3rd  
               inter-relationships among   2nd  
               Killers   2nd   3rd  
               Socializers   2nd   3rd  
       sources of player interest in MUDs   2nd   3rd   4th   5th  
       types  
               game-like  
               social  
       versus adventure games   2nd   3rd  
multi-user dungeons (MUDs)  
multiple alias cheaters (MACs)  
muting players  
MySQL Server  



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