[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] T rnquist, Ragnar 2nd Talin deviant behavior, managing 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 Talk-O-Matic (ital) 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 2nd chat commands design design document review (DDR) guild/team organization commands 2nd 3rd 4th housing inventory storage live development. [See live development teams] quests technical considerations in game development 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 technical design documents final 2nd preliminary 2nd contents 2nd 3rd technical infrastructure, attacks against 2nd technical stability during launch 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th technical support 2nd 3rd 4th 5th 6th telephone support 2nd billing/account support technical support temps using at launch 2nd 3rd testing 2nd 3rd 4th 5th 6th 7th Alpha 2nd 3rd Beta 2nd cheating, controlling 2nd closed-Beta 2nd 3rd critical bugs 2nd enduring the testing process 2nd 3rd exploits 2nd internal live test servers 2nd 3rd necessary testing durations 2nd open -Beta 2nd testers, recruiting 2nd 3rd testers, rewarding 2nd testing online games Themis Group player satisfaction matrix 2nd 3rd 4th 5th Thomas, Sanya time slips during development 2nd timelines controlling project timelines to reduce development delays 2nd disputes over timeline control TinyMUD (ital) Tollefsen, Didrik tools account management banning players chat 2nd 3rd 4th 5th barking 2nd for guilds /teams voice chat customer support (CS) developing new editors 2nd monitoring chat logs scripting 2nd security socialization 2nd 3rd 4th 5th 6th 7th 8th 9th guild/team organization commands 2nd 3rd 4th squelch or mute stopping harrassment tracking player activities world-building 2nd 3rd 4th 5th tracking player activities Tradewars (TW) (ital) training staff transition ceremonies company ceremonies 2nd public ceremonies 2nd transitioning to live teams 2nd treatments contents 2nd 3rd 4th submission process tribesmen (player type) 2nd troubleshooting avoiding common problems 2nd 3rd 4th 5th 6th turn -based conquest games Mulligan, Jessica twitch games |