[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 |