Index D


[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]

Dark Age of Camelot   2nd  
       origins  
       post-mortem (Firor)   2nd   3rd   4th   5th   6th  
               Beta testing  
               business arrangements   2nd  
               community, developing   2nd  
               development   2nd   3rd  
               game concept   2nd  
               problems encountered   2nd  
               server configuration   2nd  
Darkness Falls\
       The Crusade (ital)   2nd  
data structures  
databases  
DDR (design document review)   2nd  
        teams  
DECWAR (ital)  
Denton, Rob  
design
       aiming for today •s RAM and processor configurations versus tomorrow •s   2nd  
       avoiding singular ’ visions “   2nd   3rd  
       broadband versus narrowband access, choosing  
       cheat hacks, circumventing   2nd   3rd  
       commenting code   2nd  
       consoles   2nd   3rd  
       controlling overzealous designers   2nd   3rd   4th   5th  
       excessively penalizing players   2nd   3rd   4th  
       executive considerations checklist   2nd   3rd   4th  
       feature creep  
       final   2nd  
       for communities   2nd  
       languages, choosing which to support  
       market niches , selecting   2nd  
       MUD imp syndrome   2nd   3rd  
       neat stuff syndrome (NSS)   2nd  
       planning for game extensions   2nd  
       preliminary design documents   2nd   3rd   4th   5th  
       preliminary technical design documents   2nd  
       process   2nd   3rd   4th  
       review process   2nd   3rd   4th   5th  
       storytelling  
       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  
       teams  
        treatments  
               contents   2nd   3rd   4th  
               submission process  
       world-building  
               content   2nd   3rd  
               mass versus content   2nd  
               player-created content   2nd   3rd  
               space versus content   2nd  
               tools   2nd   3rd  
design document review (DDR)   2nd  
       teams  
design documents
       preliminary   2nd   3rd   4th   5th  
       preliminary technical   2nd  
designers
       controlling overzealous   2nd   3rd   4th   5th  
       lead designers  
developers
       success strategies   2nd  
development
       advice from experienced developers   2nd   3rd   4th   5th   6th   7th  
       aiming for today •s RAM and processor configurations versus tomorrow •s   2nd  
       balancing creativity and practical matters  
       balancing creativity with schedules   2nd  
       budgeting   2nd   3rd   4th  
       commenting code   2nd  
       controlling development delays
               change control process (CCP)   2nd  
               controlling crunch time   2nd  
               controlling project timelines   2nd  
               predicting productivity   2nd  
               reasons for development delays   2nd   3rd   4th  
       executive considerations checklist   2nd   3rd   4th  
       expansion packs  
       for communities   2nd  
       launching
               player support   2nd   3rd   4th   5th  
               preparing for  
       live development teams.   [See live development teams]
       planning for game extensions   2nd  
       process   2nd   3rd   4th  
       technical considerations   2nd  
               bandwidth  
               data structures  
               databases  
               DirectX API (Microsoft)   2nd  
               graphic accelerators   2nd  
               hardware  
               languages  
                on-the-fly additions   2nd  
               perspective, choosing  
               player hardware and software  
               tools   2nd  
       testing   2nd   3rd   4th   5th   6th   7th  
               Alpha   2nd   3rd  
               Beta   2nd  
               cheating, controlling   2nd  
               closed-Beta   2nd   3rd  
                enduring the testing process   2nd   3rd  
               internal  
                open -Beta   2nd  
               testers, recruiting   2nd   3rd  
               testers, rewarding   2nd  
development cycles   2nd   3rd  
       avoiding common problems   2nd   3rd   4th   5th   6th  
       balancing content  
        educating senior management  
       team organization  
       testing   2nd  
       time slips   2nd  
development teams  
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  
       making undesirable behario impossible  
       reasons for deviant behavior   2nd   3rd  
       social ostracism  
        subjective states  
       tracking trust relationships  
       types of deviant behavior   2nd  
               game balance, disruption of   2nd   3rd  
               social fabric, disruption of   2nd   3rd   4th   5th  
               technical infrastructure, attacks against   2nd  
       vigilantism  
DirectX API (Microsoft)   2nd  
disaster control during launch   2nd  
       dealing with disaster   2nd   3rd  
       disaster control plans   2nd  
distribution models  
       AOL  
       choosing   2nd  
       downloading   2nd   3rd   4th  
       low-cost retail  
       magazine cover mounts  
       OEMs  
       retail   2nd  
Dogfight (ital)  
downloading distribution model   2nd   3rd   4th  
DSL  



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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