[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 |