[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] Backen, Andre balancing content bandwidth broadband versus narrowband access cable modems co-locating servers 2nd 3rd determining 2nd 3rd 4th DSL minimizing lag 2nd 3rd 4th 5th 6th 7th number of servers players per server required at launch 2nd 3rd estimating growth rate banning players barbarians (player type) 2nd barking 2nd Baron, Jonathan psychology in multiplayer online games 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 Bartle player types 2nd 3rd 4th 5th 6th 7th Achiever Bartle Quotient Survey 2nd 3rd designing for 2nd 3rd 4th Explorer Killer Socializer Themis Group player satisfaction matrix Bartle Quotient Survey questions 2nd 3rd 4th 5th 6th 7th results 2nd EverQuest 2nd Bartle, Richard, Dr. 2nd Bartle Quotient Survey questions 2nd 3rd 4th 5th 6th 7th results 2nd history of MUDs maintaining balance of player types in MUDs 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 MUDs versus adventure games 2nd 3rd sources of player interest in MUDs 2nd 3rd 4th 5th types of MUD players 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 types of MUDs game-like social baseline planning Beta testing 2nd Dark Age of Camelot (Firor) billing/account support 2nd 3rd 4th 5th 6th 7th biographies Anderson, Jeffrey 2nd Garriott, Richard A. 2nd Godager, Gaute 2nd 3rd Hawkins, Scott 2nd 3rd Howalt, Thomas 2nd 3rd Manachi, Daniel ’Savant “ 2nd Schoback, Kathy 2nd Schubert, Damion 2nd Smith, Jack D. 2nd 3rd Walton, Gordon 2nd broadband latency broadband access 2nd Brown, Jeff budgeting business models advertising, promotion, and sponsorships 2nd retail hybrids 2nd subscription fees 2nd 3rd cost of market entry 2nd development 2nd 3rd 4th expenses 2nd 3rd for shortfalls and time crunches launch costs 2nd 3rd 4th 5th 6th 7th management 2nd 3rd 4th staff 2nd 3rd bugs launching with burnout fighting (Schubert) 2nd character progressions, designing 2nd 3rd content, adding 2nd encouraging players to play less 2nd 3rd 4th player fatigure Ultima Online •s power hour 2nd 3rd business models advertising, promotion, and sponsorships 2nd retail hybrids 2nd subscription fees 2nd 3rd |