Developing online games (new riders 2003)

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Developing online games (new riders 2003)

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[ 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, 2003 ISBN: 1-5927-3000-0 Pages: 300 A soup-to-nuts overview of just what it takes to successfully design, develop and manage an online game Learn from the top two online game developers through the real-world successes and mistakes not known to others There are Case studies from 10+ industry leaders, including Raph Koster, J Baron, R Bartle, D Schubert, A Macris, and more! Covers all types of online games: Retail Hybrids, Persistent Worlds, and console games Developing Online Games provides insight into designing, developing and managing online games that is available nowhere else Online game programming guru Jessica Mulligan and seasoned exec Bridgette Patrovsky provide insights into the industry that will allow others entering this market to avoid the mistakes of the past In addition to their own experiences, the authors provide interviews, insight and anecdotes from over twenty of the most well-known and experienced online game insiders The book includes case studies of the successes and failures of today's most well-known online games There is also a special section for senior executives on how to budget an online game and how to assemble the right development and management teams The book ends with a look at the future of online gaming: not only online console gaming (Xbox Online, Playstation 2), but the emerging mobile device game market (cell phones, wireless, PDA) [ Team LiB ] [ 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, 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 The Market Do We Enter the Market? Basic Considerations How and Which Niche? Market Analysis: Who Are These People, Anyway? Chapter 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 Project Management/Manager Project Plans Yes, It Really Will Take at Least 2?3 Years to Complete Why Production Slips Happen This document was created by an unregistered ChmMagic, please go to http://www.bisenter.com to register it Thanks Project Realities Chapter 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 Calculating and Expanding the Profit Margins: The Cost of Doing Business Some Numbers Add-On Profits Part II Design and Development Considerations Chapter Basic Design and Development Issues Practicalities and Advice Design Chapter 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 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 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 This document was created by an unregistered ChmMagic, please go to http://www.bisenter.com to register it Thanks 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 [ Team LiB ] This document was created by an unregistered ChmMagic, please go to http://www.bisenter.com to register it Thanks [ Team LiB ] Copyright Copyright © 2003 by New Riders Publishing All rights reserved No part of this book shall be reproduced, stored in a retrieval system, or transmitted by any means—electronic, mechanical, photocopying, recording, or otherwise—without written permission from the publisher, except for the inclusion of brief quotations in a review Library of Congress Catalog Card Number: 2002117135 Printed in the United States of America First edition: March 2003 07 06 05 04 03 Interpretation of the printing code: The rightmost double-digit number is the year of the book's printing; the rightmost single-digit number is the number of the book's printing For example, the printing code 03-1 shows that the first printing of the book occurred in 2002 Trademarks All terms mentioned in this book that are known to be trademarks or service marks have been appropriately capitalized New Riders Publishing cannot attest to the accuracy of this information Use of a term in this book should not be regarded as affecting the validity of any trademark or service mark Warning and Disclaimer Every effort has been made to make this book as complete and as accurate as possible, but no warranty of fitness is implied The information is provided on an as-is basis The authors and New Riders Publishing shall have neither liability nor responsibility to any person or entity with respect to any loss or damages arising from the information contained in this book or from the use of the CD or programs that may accompany it Credits Publisher David Dwyer Associate Publisher Stephanie Wall Production Manager Gina Kanouse Senior Product Marketing Manager Tammy Detrich Publicity Manager Susan Nixon Development Editor Chris Zahn Project Editor Jake McFarland Indexer Larry Sweazy Proofreader Karen Gill Composition Gloria Schurick Manufacturing Coordinator Dan Uhrig Interior Designer Kim Scott Cover Designer Aren Howell [ Team LiB ] [ Team LiB ] Read What People Are Saying About This Book: "An excellent collection of the lessons learned so far in massively multiplayer game development and operation Following the advice here could save companies millions of dollars." —Gordon Walton VP, Executive Producer, The Sims Online, Maxis "Jess and Bridgett were there from the beginning What they have delivered is a keen, comprehensive, realistic, and highly articulate work that anyone involved in the online gaming medium should put on the top of their list of must-read books." —Jonathan Baron Executive Producer, Xbox Online, Microsoft Corporation "This book is professional and detailed, and is so much better than all the ad-hoc information available online A must-read if you're in this industry." —Matthew Manuel Rune Stone Inc "Developing Online Games: An Insider's Guideis the best book ever published on what may be the most complex creative endeavor in media today: building, launching, and maintaining a persistent online world The authors have been through the fire, and they offer a wealth of historical and practical advice that anyone contemplating entering this market would be foolish not to read." —Jason Bell Sr Vice President Creative Development, Infogrames, Inc "Whether you're thinking about making your first online game or you're already making your tenth, you can't miss the invaluable insights offered in this book." —Scott Hartsman Technical Director, EverQuest, Sony Online Entertainment "Any game developer who embarks on an MMG project without reading this book is making a huge mistake." —Greg Costikyan Chief Creative Officer, Unplugged Inc.; Games Section Editor, Forum Nokia; Consultant and Advisor, The Themis Group [ Team LiB ] This document was created by an unregistered ChmMagic, please go to http://www.bisenter.com to register it Thanks choosing a distribution model 2nd dangers of launching prematurely designing avoiding singular ỊvisionsĨ 2nd 3rd development [See development] market 2nd planning 2nd 3rd planning for game extensions 2nd player lifecycles 2nd 3rd 4th profit generation 2nd 3rd retaining players return on investment risk/reward analysis support costs 2nd 3rd testing 2nd 3rd 4th 5th 6th 7th Alpha 2nd 3rd Beta 2nd cheating, controlling 2nd closed-Beta 2nd 3rd internal open-Beta 2nd testers, recruiting 2nd 3rd testers, rewarding 2nd Python [ Team LiB ] This document was created by an unregistered ChmMagic, please go to http://www.bisenter.com to register it Thanks [ Team LiB ] [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] Quake (ital) quest editors quests [ Team LiB ] This document was created by an unregistered ChmMagic, please go to http://www.bisenter.com to register it Thanks [ Team LiB ] [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] RAM reaction times consoles 2nd 3rd recruiting testers 2nd 3rd retail boxes estimating sales of shelf units 2nd 3rd retail distribution model 2nd using with PWs 2nd retail hybrid market retail hybrids return on investment revenue 2nd risk/reward analysis return on investment (ROI) classic game market persistent worlds market retail hybrid market risk/reward analysis review process design 2nd 3rd 4th 5th risk/reward analysis classic game market estimating subscriber revenue hosting expertise persistent worlds market retail hybrid market Robertson, Lance ROI (return on investment ROI (return on investment) classic game market persistent worlds market retail hybrid market risk/reward analysis [ Team LiB ] This document was created by an unregistered ChmMagic, please go to http://www.bisenter.com to register it Thanks [ Team LiB ] [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] scheduling gamemasters 2nd Schneier, Bruce Schoback, Kathy biography 2nd Schubert, Damion biography 2nd history of Meridian 59 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th logging 2nd 3rd player burnout, fighting 2nd character progressions, designing 2nd 3rd content, adding 2nd encouraging players to play less 2nd 3rd 4th player fatigue Ultima OnlineÕs power hour 2nd 3rd script editors scripting languages tools 2nd security 2nd internal investigations 2nd security strike teams 2nd tools servers co-locating 2nd 3rd determining required number at launch 2nd live test servers 2nd 3rd placing 2nd 3rd Shadowbane (ital) 2nd shame in online games (Baron) 2nd ShowEQ Sierra Network, The (TSN) Sims Online, The (ital) barking 2nd Sims!, The (ital) Smith, Jack D biography 2nd 3rd social MUDs Achievers in Killers in social ostracism (Talin) This document was created by an unregistered ChmMagic, please go to http://www.bisenter.com to register it Thanks socialization tools 2nd 3rd 4th 5th 6th 7th 8th 9th guild/team organization commands 2nd 3rd 4th Socializer (player type) Socializers (player type) 2nd 3rd interests versus Achievers 2nd versus Explorers 2nd versus Killers 2nd versus Socializers 2nd software player sound editors space versus content 2nd spawn points Spellbinder (ital) squelching players staff budgeting considerations 2nd 3rd development teams staffing at launch overstaffing training using temps 2nd 3rd staged launches 2nd Star Wars\ Galaxies (ital) storytelling Strand, Tommy strategies success 2nd subjective states (Talin) subscribers acquiring and retaining 2nd being responsive to subscribersÕ changing needs 2nd helping new players 2nd player communication 2nd support 2nd teams 2nd subscription fees 2nd 3rd uses for success strategies 2nd support 2nd billing/account 2nd 3rd 4th 5th 6th 7th email, answering 2nd 3rd 4th harrassment This document was created by an unregistered ChmMagic, please go to http://www.bisenter.com to register it Thanks in-game [See gamemasters] out-of-game 2nd player relations 2nd technical 2nd 3rd 4th 5th 6th telephone 2nd [ Team LiB ] This document was created by an unregistered ChmMagic, please go to http://www.bisenter.com to register it Thanks [ Team LiB ] [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 Ónew player experienceÓ 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 This document was created by an unregistered ChmMagic, please go to http://www.bisenter.com to register it Thanks 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 This document was created by an unregistered ChmMagic, please go to http://www.bisenter.com to register it Thanks 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 [ Team LiB ] [ Team LiB ] [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] UC (UltraCorps) (ital) [See UltraCorps] Ultima Online (UO) 2nd Ultima Online (UO) power hour 2nd 3rd UltraCorps (ital) (UC) failure of (Jessica Mulligan) 2nd exploiting game flaws 2nd 3rd 4th failure to refresh the game lack of publicity lack of sysops 2nd Unicode UO (Ultima Online) 2nd UO (ital) 2nd UO (Ultima Online) power hour 2nd 3rd UO Extreme UO\ Third Dawn (ital) [ Team LiB ] [ Team LiB ] [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] vigilantism (Talin) voice chat volunteers alternatives to volunteer programs 2nd 3rd characteristics of bad volunteers 2nd 3rd 4th characteristics of good volunteers 2nd dangers of using 2nd 3rd organizing 2nd [ Team LiB ] [ Team LiB ] [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] Walton, Gordon 2nd 3rd biography 2nd Web sites Koster, Raph 2nd maintaining Wigmostad, Tor Andre World War II Online (ital) world-builders 2nd world-building content 2nd 3rd mass versus content 2nd player-created content 2nd 3rd space versus content 2nd tools 2nd 3rd [ Team LiB ] [ Team LiB ] [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] Xbox Live service [ Team LiB ] [ Team LiB ] [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] Zone, The (Microsoft) zones (EverQuest) Zork (ital) [ Team LiB ] Brought to You by Like the book? Buy it! ... 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... about online game design It's about the nitty-gritty details of what it takes to actually make and launch an online game And as such, it's long overdue After all, we've been making online games

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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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