[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 |