Appendix F. Glossary


A
achiever

One of the four recognized Bartle player types, these players seek to build their character's skills, abilities , attributes, and possessions as high as they will go, as fast as they can.

See also [power-gamer]


admin

Slang form of administrator. The common name for those who run PWs. Also known as wizards, gods, or operators.



Alpha

Alpha is the period during an online game's development cycle when it first becomes functional or playable . Note that this is different from the traditional software development engineer's definition of Alpha. During Alpha, the game is tested by the developer's internal QA department. Alpha is followed by Beta .



anti (or anti-PK)

A vigilante-style player who exclusively attacks players who engage in PK . Contrast with a carebear .



attribute(s)

Usually used in reference to a role-playing game character's vital statistics, such as strength and intelligence. Attributes can be raised or lowered , depending on the actions of the player.



avatar

An image worn by a player to represent him/herself within the world. Also known as a persona or character.



B
balance

A state in a PW in which the chance of success at certain tasks within the game (for example, PvP or leveling ) are deemed to be fairly distributed across characters of different class , skill , inventory , and/or level .



Bartle types

A system developed by Dr. Richard Bartle, the creator of the first MUD, to categorize online gamers based on two axes "players “world" and "action “interaction." The four recognized Bartle types are achiever , explorer , killer , and socializer .



Beta

Beta is the period following Alpha when an online game first becomes tested by third-party gamers, or "Beta testers." A closed Beta is by invitation only, while an open Beta is a test that anyone can join. Beta is only nominally related to being feature-complete, as most online games over-promise on their features and end up launching without features planned in the design. Beta is nowadays frequently seen as a marketing effort to build hype as much as it is part of the QA process.



Beta tester

A player who participates in a closed or open Beta .



big four

The four leading MMP online games in the US, namely EverQuest, Ultima Online , Dark Age of Camelot , and Asheron's Call .



binding

Choosing at which location a character will respawn following death in combat.



buff

To use a magic spell, device, skill, or other means to temporarily improve a player/character; for example, "I used my strength spell to buff John's character."



bugs

Unintentional errors or flaws in a game. Opinions vary sharply as to whether the unintended consequences of a properly executed design decision count as a bug or a feature.



C
camping

The act of waiting around the respawning point of powerful or rare items or monsters in a PW in an attempt to monopolize their acquisition, use, and/or distribution.



carebear

A derogatory term often used by PKs to describe those who play online games that don't allow PvP combat.



character

A player's persona within an online game, used to interact with other players and the game environment. Usually has a number of attributes and skills that grow or decline over time and use, and may collect inventory possessions.



chat

Text-based communication with other players in an online game. Because socialization is such an important aspect of online games, most online games since UO have included powerful global chat features.



cheat

To use a bug , exploit , or hack for one's personal gain.



churn rate

The rate at which players cancel their subscriptions to a game. Usually expressed as a percentage, such as "a 0.5% daily churn rate."



class

An overall profession or archetype that defines a character 's role in a PW. Class usually affects the skills and items a character can use. Popularized by the classic dice version of TSR's Dungeons & Dragons back in the 1970s and carried over to online gaming by designers.



client

The software program that runs on the players' machines. A "free client" is one that is distributed at no cost to the players, usually via the Internet, while a "retail client" must be purchased in stores.



client/server

Currently, the standard model for PW games. It describes the process whereby many individual remote clients connect to a host server.



community

A game's community consists of its developers plus its current, past, and potential subscribers. A commonly heard mantra within online gaming is that "Players come for the game, but stay for the community."



community relations

Also called online community relations, or OCR. Refers to the support given to the players outside of the normal play of the game. Normally web-based and can include use of web page news postings, message boards , chat programs for live help, and download sections for information and software applications pertaining to the game.



content

The substance of an online game, including things such as dungeons , items , quests , and mobs . Content is frequently contrasted with game mechanics, or "features." Content can be dynamic or static .



cowboy programming

Describes the act of a programmer or designer making a change in a live online game without prior notification to the development team or players. This is a holdover from the MUD implementer (imp) mentality , in which MUD programmers felt free to change the game at any time because it was a free service.



crunch mode

Any phase of development when people work day and night to catch up on a milestone that has slipped or to complete a project on time.



D
dewdspeak

A form of jargon used by online gamers in which ASCII characters are substituted for the alphabet. For example, E is often replaced with 3, A with 4, and S with $. Also sometimes called "l33tsp34k" (elite speak).



devs

Slang term for online game developers.



downtime
  1. A period of time spent in a PW in which a player cannot engage in leveling or any other desired activity due to the need for his/her character to rest, shop, re-equip, and the like. Downtime is usually used for chatting; thus, a certain amount of downtime leads to more socialization.

  2. Any period during which the game servers are unavailable.



dungeon

An area or region in a PW that spawns mobs and items , and is usually visited for the purposes of leveling . Dungeons can be static or dynamic .



dynamic
  1. Content that allows for permanent or semi-permanent changes to the game world based on player actions.

  2. Content that is generated " on-the-fly " based on the state of the game world at the time it is created. Frequently used with reference to dungeons or quests .



E
elder player

A veteran gamer whose continued participation in the game is usually based on community involvement or PvP , rather than leveling , loot , or other similar game mechanics.



emote

Using short text combinations or character movements to denote an emotion. For example, in a text MUD , the characters ":)" are used to denote happiness or amusement . In a 3D first-person game such as AC or AO , emotes can be programmed in as macro -ed body movements, such as waving, sitting, smiling, and so on.



event
  1. An activity or encounter run by an interest and events GM (IGM) or player that offers a level of interaction and participation beyond that usually offered by the game's mechanics.

  2. A one-time, pre-scripted occurrence within a PW that impacts the story or game world.



experience points

A point value that is accumulated by gameplay activity such as leveling and is used as a measure of a character's power. Popularized by the classic dice version of TSR's Advanced Dungeons & Dragons back in the 1970s and carried over to online gaming by designers.



exploit

To use a bug or loophole in the game for one's personal gain. Whether or not to punish players for exploits based on loopholes in the game design (rather than game code) is somewhat controversial . Also used as a noun, as in: "He used an exploit to cheat."



explorer

One of the four recognized Bartle player types. Describes a player who loves to map out a world, find hidden artifacts, and just generally tool about the countryside, developing information and passing it on to others.



F
frag

To kill a character in an online game. Also expressed as "rip." Derived from the term that came into popularity in the US Army during the Vietnam War era, when "fragging" an unpopular officer or other soldier meant to roll a fragmentation grenade into that person's tent.



G
gamemaster ( GM )

A person with special administrative game powers assigned to assist players in the game by solving problems. Normally assigned or associated with the CS department.



grief player or griefer

A player who derives his/her enjoyment not from playing the game, but from performing actions that detract from the enjoyment of the game by other players.

See also [ninja loot]
See also [PKilling]
See also [kill steal]
See also [ spamming ]
See also [train]


grouping

To join with other players in an online game for non-social purposes such as leveling or PvP . Also sometimes called teaming.



guild

Long-term associations of online gamers. Guilds are often formal, game-specific organizations supported by the game's mechanics, but the term also extends to informal associations of players across games. Also known as clans , allegiances, squadrons, and so on.



H
hack

A program that modifies the client or the datastream to the client in such a way as to give the user a gameplay advantage. Famous hacks include winHACK and ShowEQ.

See also [cheat]
See also [exploit]


handle

A nickname or callsign used by a player and/or developer of online games. Players may assign their characters unique names , but they often adopt a distinct handle that sticks with them across several games.



hard- core

A term oriented toward serious or dedicated gamers, as compared to casual game players.



hit points

A point value that represents a player's, NPC's, or monster's ability to withstand damage from the weapons of others before the character "dies" in the game. Popularized by the classic dice version of TSR's Advanced Dungeons & Dragons back in the 1970s and carried over to online gaming by designers.



hunt

To kill mobs , usually for the purposes of leveling .



hybrid

Also known as a retail hybrid. Describes a game intended to be sold at retail with both solo-play and Internet multiplayer capabilities.



I
immersion

The ability of a game to "immerse" a player in the interface and gameplay. The Holy Grail of online gaming is to completely immerse a player in the gameplay to the point that he/she loses track of time and, in some cases, reality during the game session.



interest and events gamemaster ( IGM )

A person with special game administrative powers assigned to create and manage special events, scenarios, storylines, quests, adventures , and the like. Normally assigned or closely associated with the live team, and sometimes with CS.



inventory

Depending on context, refers to both the portable item storage that a character carries and items stored in chests or housing that the player owns.



item

A piece of equipment in an online game that has an effect on gameplay. Items that are found as treasure are known as loot .



K
kill steal

To manipulate an activity in-game, usually the killing of mobs , in such a way as to unfairly take the credit or reward (usually experience points or loot ) for the activity.



killer

Also known as a player-killer. One of the four recognized Bartle player types, these online game players enjoy the challenge of PvP conflict over player versus environment (PvE) conflict.



L
l33t

Dewdspeak for "elite." Often used ironically or derogatorily.



lag

Slang term for latency.



latency

The amount of time it takes for a packet to transmit from a PC to the server and back again. Usually compounded by the distributed nature of the Internet, which causes some latency at each router or server that a piece of data must "hop" through to arrive at its destination.



launch

To release an online game. The equivalent of "ship" for a retail game.



level

A rank or rating of a character's power. Popularized by the classic dice version of TSR's Advanced Dungeons & Dragons back in the 1970s and carried over to online gaming by designers.



leveling

Activity in-game devoted to increasing a character's experience, level, and/or skills. Leveling usually consists of killing mobs .



live team

The people assigned to maintain an online game after it has launched. This includes the developers (programmers, artists , server code specialists, designers, and so on), community relations, player relations and support, technical support, and billing and account management.



loot

Treasure received as a reward from mobs , quests , and so on.



M
macro

One or more tasks or commands assigned to a "hot key" or interface button. Activating the hot key or clicking on the button activates the macro. Most often refers to player-configurable macros.



MMOG

Acronym for massively multiplayer online game, loosely defined as a persistent or virtual world game that permits at least 128 simultaneous players to interact with each other and the game world.



MMORPG/MMPRPG

Acronym for massively multiplayer online role-playing game. The "role-playing" in the title refers to the use of game mechanics such as hit points or leveling , which were derived from pen-and-paper role-playing games. MMOGs, which are not MMORPGs, tend to be simulations such as World War 2 Online .



mob

Slang Term for mobile .



mobile
  1. An autonomous creature within an online game world. Most often used to refer to NPCs and environment creatures such as monsters.

  2. European word for mobile phone, such as, "I'll ring you on your mobile later."



MUD

Acronym for multi-user dungeon, coined by Richard Bartle and Roy Trubshaw to describe what is now considered the first true online game, built by them at the University of Essex in Colchester, England in 1979. The term "MUD" has since spawned a variety of other acronyms such as MOO, MUCK, and MUSH, but the term is also occasionally used to describe the whole field of PW gaming.



multiplayer game

A game that allows two or more people to play the same game in the same game session or period. May be turn -based or real-time, and can include styles such as games-by-email and trivia games in which thousands may be answering the same questions, but are not interacting on a personal level.



N
nerf

To change an existing game mechanic , player-usable item, NPC, monster ability or carried item, or character attribute or skill in a way that is detrimental to the affected player(s). Contrast with buff and proxy nerf .



newbie

Slang term for a player new to a particular game or online gaming as a whole. Originally used in a derogatory manner, but now broadly applicable . Variants include noob and n00b.



ninja loot

Taking loot that was earned by another player, by speed, guile, or a cheat .



NPC

Acronym for non-player character, a creature that inhabits an online game and performs some function, such as a shop-keeper, but is not under the direct control of a player. Derived from Dungeons & Dragons in the 1970s.



O
online game

Any game playable via a modem and/or remote network connection, including modem-to-modem and Internet network connections, but specifically excluding LAN-only game sessions.



owned

Slang for defeated.



P
patch

The process used by online games to add features, content, and/or fix bugs via a downloading mechanism. Sometimes called a content update.



peer-to-peer

A method of network gaming where there is no dedicated server, as with PW games. Most often used by hybrids, one home PC being used in the game session is chosen as the host and resolves game issues for the other players.



persistence

See also the elements of persistence in persistent world . Persistent elements may be modified over time during gameplay (in which case, they are also dynamic ), but the then-current state of the persistent element reacts consistently to all current observers. For example, if a player demolishes a house, other players in the immediate area also see a demolished house. Players who pass by the house later on will also see a demolished house.



persistent world ( PW )

Also called a persistent-state world. A game in which several elements retained on remote servers and the current state are the same to all observing players. Examples may include geographic terrain such as mountains , lakes, caves, and rivers; player/character attributes and skills; player object inventory items such as clothing, armor , and weapons; terrain objects such as buildings and trees; and NPCs. PWs are also called MMOG s.



player base

The total number of subscribers and/or registered users of a game. Sometimes also used to describe the total subscribership of all online games.



player/character ( PC )

The avatar or persona that a player creates and uses for gameplay in an online game.



player relations
  1. Department of CS responsible for any issues arising after the game client has successfully begun operating.

  2. The art or science of promoting a favorable relationship with the subscribers of an online game, encompassing both customer support and community relations.



PK or PKilling

Slang for player-killing, the act of killing or being killed by another player/character in an online game. A "PKer" is a player who engages in PKilling. PK usually has a negative connotation and is associated with grief players when it is nonconsentual. Engaging in PK on a consensual basis is usually called PvP .

See also [Anti]


power leveling

Leveling in such a way as to earn the maximum reward (usually experience points ) in a given amount of time.



power-gamer

A player whose goal is to have the most powerful character the game permits.

See also [achiever]


premium server

A server or "shard" in an MMOG that is only accessible to subscribers who agree to pay an extra fee in exchange for improved levels of CS, better events , faster leveling , or other benefits.



proxy nerf

When one group of players is buffed and a second group is not, the second group is said to be "proxy nerfed."

See also [nerf]


PvP

Acronym for player versus player. Describes any conflict performed by players against each other, within the context and mechanics of the game (usually combat). A "PvPer" is a player who engages in PvP.



Q
quest

An act to be performed by a player for another player or NPC that will give him/her a specified reward upon completion. Also known as a mission. Quests can be static or dynamic .



R
release

To launch an online game. Also, the period following launch.



resolve time

The length of time it takes for a subscriber contacting customer support to have his/her problem satisfactorily resolved.



response time

The length of time it takes for a subscriber contacting customer support to receive a live response.



retention rate

The rate at which players retain their subscriptions to a game. Usually expressed as a percentage, for instance, "a 55% retention rate after six months."

See also [churn rate]


role-player

A player who attempts to consistently adopt an "in-character" persona while playing in an online game. In the following example, Player 2 is role-playing; Player 1 is not:

Player 1: "Hey bitch, gimme buffs!"

Player 2: "Sirrah! Dost thou address a lady thus?"



roxor

Dewdspeak for "rocks," via r0x0r. Slang for great or awesome .



S
server
  1. The physical computer or virtual connection that hosts players using clients to connect to an online game.

  2. Sometimes used to describe a cluster of two or more physical computers that, in toto, make up one world iteration of an online game. Sometimes called a dimension, shard, or world. In PWs, this actually refers to a number of server computers linked together to form the hardware infrastructure on which the game operates, generally in a contiguous fashion. Most PWs have two or more servers, each representing a distinct but nearly identical iteration of the game. For example, the AC game world named Leafcull is composed of several server computers that make up one game server.



server cluster or server set
See [server (2)]
skill
  1. Character skill: Most commonly, a role-playing game character's area of knowledge, such as swordsmanship or riding . Skills can be raised or lowered depending on the actions of the player. Usually used in conjunction with attributes , class , and level .

  2. Player skill: Sometimes, a simulation game player's hand-eye coordination or other personal trait.



SKU

Acronym for stock-keeping unit, which is a number associated with a product for inventory purposes. In the game world, this abbreviation is used to describe both the general physical box to be shipped to retail ("What's the distribution status of the SKU?") and in conjunction with total numbers ("How many SKUs have we sold to date?").



socializer

One of the four recognized Bartle player types, socializers tend to spend more time gathering in groups and micro-communities such as guilds and teams for activities. The primary purpose of the game for them is making friends and indulging in game politics and diplomacy .



spamming

The art of repeating the same action over and over, until it harms everyone in the vicinity. Most often used to refer to players who repeat the same message over and over again, as quickly as possible, to make it impossible for other players in the local vicinity to carry on a conversation.



spawn

To create one or more creatures or objects with an online game. This usually happens via automatic processes coded into the game, but the term also refers to a GM or other super-user manually creating creatures or objects.



spawn point

Where creatures or objects are created. When spawning is done via an automatic process, it usually occurs at set points throughout the game world.



static

The opposite of dynamic :

  1. Content that cannot be permanently or semi-permanently changed by player actions.

  2. Content that is pre-generated rather than created on-the-fly. Frequently used with reference to dungeons or quests .



story

The fictional plot of an online game. A story may be implemented in-game via events or other content , or out-of-game via fiction , movies, and other media.



sunset

To cease operating an active MMOG.



T
TCP

A networking term that stands for Transmission Control Protocol, a method for sending packets to and from computers that is very reliable and incorporates data checks to ensure that data packets get to their destinations in the order they were sent. Developed by Internet pioneers, TCP made the Internet possible.



third-party utility

A program that indirectly helps a player in an MMOG by making information more accessible, reducing time spent calculating, or other similar functions. Popular utilities include SplitPea and UOAssist . Utilities are closely related to, but distinct from, hacks in that utilities do not directly affect gameplay and thus are generally permitted by the developers.



trade skill

A type of skill in a PW that allows players to create items from various ingredients . Sometimes also referred to as a craft skill.



train
  1. A group of mobs all pursuing a character.

  2. The act of leading a train onto another character so that he/she is attacked by the mobs in the train. This is a form of griefing .



treadmill

Derogatory term used to describe the process of leveling .



trial account

An account for an MMOG that gives free access to the game for a limited period of time, generally 10 days for a free client and 30 days for a retail client.



troll

A member of an online game community who makes comments solely for the purpose of getting a reaction.



twink

To help a new or low-level character become more powerful by assisting him/her in leveling , giving him/her loot , or other actions. A character that has been "twinked" is known as a "twinkie."



U
uber

Slang for powerful or, more derogatorily, overpowered.



UDP

A networking term that stands for User Datagram Protocol, a method of sending data packets that is much faster than TCP. Because the data checks have been removed, considered a less reliable method than TCP. Most PWs and many hybrids use UDP instead of TCP to help alleviate latency.



Z
zone
  1. An area of land in a PW distinguished from other areas around it by some form of either hard stop (such as loading the new zone) or indicator (such as a zone name displaying). A PW without a hard stop between zones is said to be "seamless."

  2. As a verb, the process of transitioning from one zone to another, generally accompanied by a lengthy wait as new zone information is downloaded ("Latency sucks today; it took me almost five minutes to zone.")





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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