Developing online games (new riders 2003)

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Developing online games (new riders 2003)

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... and/or post-launch management of more than 50 online games, including ADD: NeverWinter Nights on AOL, Descent Online, Anarchy Online, and Ultima Online She is the co-author of Joint Strike Fighter... founder of Interplay Online Services in 1994 (later Engage Games Online) , she served as the CEO of online service pioneer GEnie in 1998, and she was a third-party producer for Sony Online' s EverQuest...[ Team LiB ] • Table of Contents • Index Developing Online Games: An Insider's Guide By Jessica Mulligan, Bridgette Patrovsky Publisher: New Riders Publishing Date Published: February 25,

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Mục lục

  • Main Page

  • Table of content

  • 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 2–3 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 Trimester—Development of the Bone Structure (The Technology)

      • The Second Trimester: The Heartbeat of the Auto Content Generator System

      • The Last Trimester—Getting 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

    • Index A

    • Index B

    • Index C

    • Index D

    • Index E

    • Index F

    • Index G

    • Index H

    • Index I

    • Index J

    • Index K

    • Index L

    • Index M

    • Index N

    • Index O

    • Index P

    • Index Q

    • Index R

    • Index S

    • Index T

    • Index U

    • Index V

    • Index W

    • Index X

    • Index Z

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