Part IV: Articles from the Experts


Even though online games have been around since 1969, the industry is still in its infancy. As this book is being finished in the winter of 2002, there are well over 100 for-pay online games in development, but only about two or three hundred people who have gone through the development process from soup to nuts. That isn't a lot of frontline experience to go around for an industry that is expected to grow in the double digits every year for the next three to five years .

It was our intention from the start to include some supporting articles written both by us and a few of those 200 people. The purpose was not necessarily to back up the text of this book; some of the points made in these articles take a decidedly different tack. Rather, the purpose was to provide post-mortems, opinions , and alternate views from other experienced developers so the reader could see more than one side of some these thorny issues. Some articles, such as Damion Schubert's "The Lighter Side of Meridian 59's History," amuse while demonstrating some of the issues that can rise up out of nowhere and slap a developer in the face. Others, such as Talin's "Managing Deviant Behavior in Online Worlds" and Jonathan Baron's "Glory and Shame," contain serious discussions on elements of persistent world (PW) management that are often overlooked by developers and which have killed more than one game post-launch .

Some of the original articles were months or years old, so we asked the authors to update them, which they kindly did. A couple of them, including the post-mortems on Anarchy Online and Dark Age of Camelot by Gaute Godager and Matt Firor, respectively, are original to this book. The key to understanding what this section is all about is simple: The authors all have direct experience developing and managing PWs. What they write contains information that will be invaluable to those developing or managing PWs. In other words, the reader is getting the benefit of direct experience, straight from the horses' mouths.

Is there anything more valuable than that?

 

Chapter 13 Microsoft's UltraCorps : Why This Turn-Based Game Failed

 

Chapter 14 Anarchy Online Post-Mortem

 

Chapter 15 Glory and Shame: Powerful Psychology in Multiplayer Online Games

 

Chapter 16 Case Study: Online Game Lifecycles

 

Chapter 17 Fighting Player Burnout in Massively Multiplayer Games

 

Chapter 18 Post-Mortem: Mythic's Dark Age of Camelot

 

Chapter 19 Managing Deviant Behavior in Online Worlds

 

Chapter 20 The Lighter Side of Meridian 59's History



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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