Index P


[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]

patches  
       creating   2nd   3rd   4th  
       publishing   2nd   3rd   4th   5th  
PCs
       multi-processor   2nd  
persistent worlds
       (PWs)  
       chat tools  
       choosing a distribution model   2nd  
       dangers of launching prematurely  
       designing
               avoiding singular ’ visions “   2nd   3rd  
       development.   [See development]
       market   2nd  
       planning   2nd   3rd  
       planning for game extensions   2nd  
       player lifecycles   2nd   3rd   4th  
       profit generation   2nd   3rd  
       proposals.   [See proposals]2nd   [See proposals]
       retaining players  
       return on investment  
       risk/reward analysis  
       support costs   2nd   3rd  
       testing   2nd   3rd   4th   5th   6th   7th  
               Alpha   2nd   3rd  
               Beta   2nd  
               cheating, controlling   2nd  
               closed-Beta   2nd   3rd  
               internal  
                open -Beta   2nd  
               testers, recruiting   2nd   3rd  
               testers, rewarding   2nd  
perspective, choosing  
       3D first/ third-person versus isolinear   2nd  
PERT (program evaluation review technique) charts  
Petrovsky, Bridgette
       MMORPG lifecycles  
               Dark Age of Camelot   2nd  
               Everquest   2nd  
               Lineage\: The Blood Pledge (ital)   2nd  
               subscription growth  
               Ultima Online   2nd  
Pidgeon, Billy  
planning online games   2nd   3rd  
        anticipating crunch mode  
       backup plans  
       baseline planning  
       budgeting  
       budgeting for shortfalls  
       development cycles   2nd   3rd  
       flexibility  
       Gantt charts  
        morale , building   2nd  
       PERT charts  
       team redundancy  
       tracking software  
player relations (live teams )  
       gamemasters (GMs)   2nd   3rd   4th   5th  
       out-of-game support   2nd  
player-run communities   2nd   3rd   4th  
players
       Achievers   2nd   3rd  
               in social MUDs  
               interests  
               versus Achievers   2nd  
               versus Explorers   2nd  
               versus Killers   2nd  
               versus Socializers   2nd  
       banning  
       Bartle player types   2nd   3rd   4th   5th   6th   7th  
       burnout
               fighting (Schubert)   2nd  
       changing needs over time   2nd  
       character progressions, designing   2nd   3rd  
       churning  
               reasons for   2nd   3rd   4th  
       communicating with   2nd   3rd   4th   5th   6th   7th  
       communication   2nd  
       dealing with during post-launch   2nd   3rd  
       deviant behavior, managing (Talin)   2nd  
               assimilation  
               breaches of conduct, detecting   2nd   3rd   4th  
               codes of conduct, establishing   2nd   3rd  
               corrective action  
               deterrence  
               disincentivization  
               encouraging desirable behavior   2nd  
               game balance, disruption of   2nd   3rd  
               making undesirable behavior impossible  
               reasons for deviant behavior   2nd   3rd  
               social fabric, disruption of   2nd   3rd   4th   5th  
               social ostracism  
                subjective states  
               technical infrastructure, attacks against   2nd  
               tracking trust relationships  
               types of deviant behavior   2nd  
               vigilantism  
       empowerment   2nd   3rd   4th  
       encouraging to play less (Schubert)   2nd   3rd   4th  
       excessively penalizing   2nd   3rd   4th  
       Explorers   2nd   3rd  
               interests  
               versus Achievers   2nd  
               versus Explorers   2nd  
               versus Killers   2nd  
               versus Socializers   2nd  
        guilds  
               chat commands  
               guild/team organization commands   2nd   3rd   4th  
               housing  
               inventory storage  
               quests  
       helping new players   2nd  
       inter-relationships among   2nd  
               Achievers versus Achievers   2nd  
               Achievers versus Explorers   2nd  
               Achievers versus Killers   2nd  
               Achievers versus Socializers   2nd  
               dynamics and flow-of-influence   2nd   3rd   4th   5th  
               Explorers versus Achievers   2nd  
               Explorers versus Explorers   2nd  
               Explorers versus Killers   2nd  
               Explorers versus Socializers   2nd  
               Killers versus Achievers   2nd  
               Killers versus Explorers   2nd  
               Killers versus Killers   2nd  
               Killers versus Socializers   2nd  
               Socializers versus Achievers   2nd  
               Socializers versus Explorers   2nd  
               Socializers versus Killers   2nd  
               Socializers versus Socializers   2nd  
       Killers   2nd   3rd  
               in social MUDs  
               interests  
               versus Achievers   2nd  
               versus Explorers   2nd  
               versus Killers   2nd  
               versus Socializers   2nd  
       leadership roles in micro-communities   2nd   3rd   4th   5th   6th   7th   8th  
       lifecycle  
       lifecycles   2nd   3rd   4th  
       logging   2nd   3rd   4th  
       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  
       muting  
       player expectations, managing   2nd  
               guidelines   2nd   3rd   4th   5th   6th  
       player fatigue  
       player support   2nd   3rd   4th   5th  
       player-created content   2nd   3rd  
       psychology   2nd  
       psychology in online games (Baron)   2nd   3rd   4th  
               achievement versus development   2nd   3rd   4th  
               effect of audience   2nd   3rd  
               effect of industry buzzwords  
               fantasy role-playing adventure games   2nd  
                glory   2nd  
               humiliation and shame   2nd  
               multiplayer air combat simulations   2nd   3rd  
       self-expression  
       Socializers   2nd   3rd  
               interests  
               versus Achievers   2nd  
               versus Explorers   2nd  
               versus Killers   2nd  
               versus Socializers   2nd  
       sources of interest in MUDs   2nd   3rd   4th   5th  
       targeting in the design process   2nd  
               acquisition and retention   2nd   3rd   4th   5th   6th  
                “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  
       teams   2nd  
       types
                barbarians   2nd  
                citizens   2nd  
                tribesmen   2nd  
       volunteers  
               alternatives to volunteer programs   2nd   3rd  
               characteristics of bad volunteers   2nd   3rd   4th  
               characteristics of good volunteers   2nd  
               dangers of using   2nd   3rd  
               organizing   2nd  
post-launch   2nd   3rd  
       acquiring and retaining subscribers   2nd  
               being responsive to subscribers • changing needs   2nd  
               helping new players   2nd  
               player communication   2nd  
               support   2nd  
               teams   2nd  
       Anarchy Online (Gaute Godager)   2nd   3rd   4th  
       communicating with players   2nd   3rd   4th   5th   6th   7th  
       community relations  
               creating singular contact people   2nd   3rd   4th   5th  
               designing for growth  
               email   2nd  
               empowering players  
               feedback loops  
               message boards   2nd   3rd  
               micro-communities  
               player-run communities   2nd   3rd   4th  
               web site maintenance  
       email, handling   2nd   3rd   4th   5th   6th  
               responding   2nd   3rd   4th  
       in-game posting of official game information  
       logging   2nd   3rd   4th  
       player expectations, managing   2nd  
               guidelines   2nd   3rd   4th   5th   6th  
       player relations
               gamemasters   2nd  
       players
               barbarians   2nd  
               citizens   2nd  
               dealing with   2nd   3rd  
               psychology of   2nd  
               tribesmen   2nd  
       scheduling
               gamemasters   2nd  
       security   2nd  
               internal investigations   2nd  
               security strike teams   2nd  
       telephone support  
       transitioning to live teams   2nd  
       volunteers  
               alternatives to volunteer programs   2nd   3rd  
               characteristics of bad volunteers   2nd   3rd   4th  
               characteristics of good volunteers   2nd  
               dangers of using volunteers   2nd   3rd  
               organizing   2nd  
power hour (Ultima Online)   2nd   3rd  
power levels (gamemasters)   2nd   3rd   4th  
preliminary design documents   2nd   3rd   4th   5th  
       contents   2nd  
preparing online games   2nd   3rd  
       designing the change control process  
producers  
profanity filtering  
profit margins   2nd   3rd  
       add-on revenue profits  
       PWs   2nd   3rd  
project managers  
       responsibilities  
proposals   2nd  
       considerations   2nd   3rd  
proposals.   [See treatments ]
psychology in online games (Baron)   2nd   3rd   4th  
       achievement versus development   2nd   3rd   4th  
       effect of audience   2nd   3rd  
       effect of industry buzzwords  
       fantasy role-playing adventure games   2nd  
       glory   2nd  
       humiliation and shame   2nd  
       multiplayer air combat simulations   2nd   3rd  
psychology of players   2nd  
       barbarians   2nd  
       citizens   2nd  
       tribesmen   2nd  
publishing   2nd   3rd  
       schedules   2nd   3rd   4th   5th   6th  
PvP
       non-consenting  
PWs
       (persistent worlds)  
       chat tools  
       choosing a distribution model   2nd  
       dangers of launching prematurely  
       designing
               avoiding singular ’visions “   2nd   3rd  
       development.   [See development]
       market   2nd  
       planning   2nd   3rd  
       planning for game extensions   2nd  
       player lifecycles   2nd   3rd   4th  
       profit generation   2nd   3rd  
       retaining players  
       return on investment  
       risk/reward analysis  
       support costs   2nd   3rd  
       testing   2nd   3rd   4th   5th   6th   7th  
               Alpha   2nd   3rd  
               Beta   2nd  
               cheating, controlling   2nd  
               closed-Beta   2nd   3rd  
               internal  
               open-Beta   2nd  
               testers, recruiting   2nd   3rd  
               testers, rewarding   2nd  
Python  



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

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