Table of content


   
  Table of Contents
  Index
Developing Online Games: An Insider's Guide
By Jessica Mulligan, Bridgette Patrovsky
 
Publisher : New Riders Publishing
Date Published : February 25, 2003
ISBN : 1-5927-3000-0
Pages : 300


    Copyright
    Read What People Are Saying About This Book:
    About the Authors
    About the Technical Reviewers
    Acknowledgments
    Tell Us What You Think
    Foreword
    Introduction
    Part I.  Executive Considerations
      Chapter 1.  The Market
      Do We Enter the Market?
      Basic Considerations
      How and Which Niche?
      Market Analysis: Who Are These People, Anyway?
   
      Chapter 2.  Planning and Budgeting
      Cost of Entry
      Budgeting and Return on Investment (ROI) Factors
      Talent Pool: Management and Hiring Issues
      Differentiation Between Product and Service
      Budgeting the Development and Launch
   
      Chapter 3.  Project Management/Manager
      Project Plans
      Yes, It Really Will Take at Least 23 Years to Complete
      Why Production Slips Happen
      Project Realities
   
      Chapter 4.  Marketing and Distribution Concerns: Retail Box, Download, or Both?
      Downloading: Not (Yet) a Viable Option
      Buying Shelf Space
      The AOL Model: Do You Need to Actually Sell the Client?
   
      Chapter 5.  Calculating and Expanding the Profit Margins: The Cost of Doing Business
      Some Numbers
      Add-On Profits
   
   
    Part II.  Design and Development Considerations
      Chapter 6.  Basic Design and Development Issues
      Practicalities and Advice
      Design
   
      Chapter 7.  Digging Deeper into Development and Design Issues
      Technical Considerations
      Where to Start?
      Building the Right Tools
      Host Hardware and Bandwidth
      Player Hardware and Software
      Customer Support: Dude, Where's My Tools?
   
      Chapter 8.  Getting into the Design
      Acquisition and Retention Features
      The Themis Group Player Satisfaction Matrix
      The Critical "New Player Experience"
      It's the Socialization, Stupid!
      The Importance of (the Other Guy's) Storytelling
      World-Building: Just What Is "Content," Anyway?
   
      Chapter 9.  Other Design and Development Issues
      Console: Oh, Brave New World!
      One Problem: The Designers
      Development Issues
      Balancing Creativity with a Schedule
      The Test Process
      The Freeze: Closing the Loop to Launch
      Ramping Up Player Support
   
   
    Part III.  Launching and Managing a Game
      Chapter 10.  Launch Day
      Launch Philosophy
      The Importance of a Technically Stable Launch
      Who's in Charge on Launch Day?
      Disaster Control
      If Disaster Happens
   
      Chapter 11.  Managing a Game Post-Launch
      Barbarians, Tribesmen, and Citizens
      Transitioning from the Development Team to the Live Team
      Managing the Expectations of the Players
      Player Relations: The In-Game GMs
      The Service Philosophy: Acquiring and Retaining Subscribers
      Security: Keeping Honest People Honest
      Community Relations: Processes
   
      Chapter 12.  The Live Development Team
      Live Development Team Responsibilities
      The Publishing Process
      The Publishing Plan
      Patch Creation and Publishing Schedules
      The Live Test Server
      How Often Should You Publish?
      Critical Bugs and Exploits
      Bug-Fixing Versus Nerfing
      Planning and Implementing Major Expansions
      Implementing an Expansion
   
   
    Part IV:  Articles from the Experts
      Chapter 13.  Microsoft's UltraCorps : Why This Turn -Based Game Failed
      Turned-Based Conquest Games Are Not Mass-Market
      Too Easy to Exploit the Game Design
      Constant Bugs and "Hacks" Destroyed the Game's Credibility
      Lack of Publicity and Marketing by Microsoft
      Failure to Refresh the Game Often Enough
      The Zone's Sysops Were AWOL
   
      Chapter 14.  Anarchy Online Post-Mortem
      The Foreplay
      The First TrimesterDevelopment of the Bone Structure (The Technology)
      The Second Trimester: The Heartbeat of the Auto Content Generator System
      The Last TrimesterGetting Ready to Be Born
      The Birth: The Launch
      Post-Launch: Infancy and Toddler Years
   
      Chapter 15.  Glory and Shame: Powerful Psychology in Multiplayer Online Games
      Buzzword Snow
      A Unique Audience
      A Unique Medium
      The Power of Shame
      The Problem with Glory
      Pure Meritocracy: The Ultimate Glory Game
      Cumulative Character Games: The Devoted All Go to Heaven
      Achievement Versus Development
      Summary: Development over Achievement
   
      Chapter 16.  Case Study: Online Game Lifecycles
      Achieving Mass Market Status
      The Current Top Four MMOGs Worldwide as of December 2002
   
      Chapter 17.  Fighting Player Burnout in Massively Multiplayer Games
      The Exponential Curve of Death
      More Content?
      Play Less, Please
      Conclusion
   
      Chapter 18.  Post-Mortem: Mythic's Dark Age of Camelot
      The Community
      The Beta Starts
      Server Backend Configuration
      The Business Arrangement
      Lessons Learned
   
      Chapter 19.  Managing Deviant Behavior in Online Worlds
      What Are Some Kinds of Undesirable Behavior?
      Why Undesirable Behavior Is a Complex Problem
      Why Do People Engage in Abusive or Undesirable Behavior?
      Establishing a Code of Conduct
      Detection
      Verification
      Corrective Action and Remedies
      Encouraging Desirable Behavior
   
      Chapter 20.  The Lighter Side of Meridian 59's History
      Prologue
      The Timeline
   
   
    Part V.  Appendices and Glossary
      Appendix A.  Executive Considerations Checklist
      Appendix B.  Bios of Interviewees
      Jeffrey Anderson
      Richard A. Garriott
      Gaute Godager
      Scott Hawkins
      Thomas Howalt
      Daniel "Savant" Manachi
      Kathy Schoback
      Damion Schubert
      Jack D. Smith
      Gordon Walton
   
      Appendix C.  The Bartle Quotient Survey Questions and Some Results
      The Bartle Test
      Bartle Survey Results for Five Leading Games
   
      Appendix D.  Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs
      2002 Introduction to the Article by Dr. Bartle
      Abstract
      Preface
      A Simple Taxonomy
      Interest Graph
      Changing the Player Type Balance
      The Social Versus Game-Like Debate
      Player Interactions
      Dynamics
      Overbalancing a Mud
      Summary
      References
   
      Appendix E.  Online World Timeline
      1969
      1970
      1971
      1972
      1973
      1974
      1975
      1976
      1977
      1978
      1979
      1980
      1981
      1982
      1983
      1984
      1985
      1986
      1987
      1988
      1989
      1990
      1991
      1992
      1993
      1994
      1995
      1996
      1997
      1998
      1999
      2000
      2001
      2002
      Sources
   
      Appendix F.  Glossary
   
    Index


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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