Developing Online Games: An Insiders Guide (Nrg-Programming)

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Backen, Andre  

balancing content  

bandwidth  

       broadband versus narrowband access  

       cable modems  

       co-locating servers   2nd   3rd  

       determining   2nd   3rd   4th  

       DSL  

       minimizing lag   2nd   3rd   4th   5th   6th   7th  

       number of servers  

       players per server  

       required at launch   2nd   3rd  

               estimating growth rate  

banning players  

barbarians (player type)   2nd  

barking   2nd  

Baron, Jonathan

       psychology in multiplayer online games   2nd   3rd   4th  

               achievement versus development   2nd   3rd   4th  

               effect of audience   2nd   3rd  

               effect of industry buzzwords  

               fantasy role-playing adventure games   2nd  

                glory   2nd  

               humiliation and shame   2nd  

               multiplayer air combat simulations   2nd   3rd  

Bartle player types   2nd   3rd   4th   5th   6th   7th  

       Achiever  

       Bartle Quotient Survey   2nd   3rd  

       designing for   2nd   3rd   4th  

       Explorer  

       Killer  

       Socializer  

       Themis Group player satisfaction matrix  

Bartle Quotient Survey

       questions   2nd   3rd   4th   5th   6th   7th  

       results   2nd  

               EverQuest   2nd  

Bartle, Richard, Dr.   2nd  

       Bartle Quotient Survey

               questions   2nd   3rd   4th   5th   6th   7th  

               results   2nd  

       history of MUDs  

       maintaining balance of player types in MUDs   2nd   3rd   4th  

               action, emphasizing   2nd  

               environment, emphasizing   2nd  

               interaction, emphasizing   2nd  

               overbalancing   2nd  

               players, emphasizing   2nd  

               stable configurations   2nd   3rd   4th   5th   6th  

               strategies   2nd   3rd   4th  

       MUDs versus adventure games   2nd   3rd  

       sources of player interest in MUDs   2nd   3rd   4th   5th  

       types of MUD players  

               Achievers   2nd   3rd  

               dynamics and flow-of-influence   2nd   3rd   4th   5th  

               Explorers   2nd   3rd  

               inter-relationships among   2nd  

               Killers   2nd   3rd  

               Socializers   2nd   3rd  

       types of MUDs  

               game-like  

               social  

baseline planning  

Beta testing   2nd  

       Dark Age of Camelot (Firor)  

billing/account support   2nd   3rd   4th   5th   6th   7th  

biographies

       Anderson, Jeffrey   2nd  

       Garriott, Richard A.   2nd  

       Godager, Gaute   2nd   3rd  

       Hawkins, Scott   2nd   3rd  

       Howalt, Thomas   2nd   3rd  

       Manachi, Daniel ’Savant “   2nd  

       Schoback, Kathy   2nd  

       Schubert, Damion   2nd  

       Smith, Jack D.   2nd   3rd  

       Walton, Gordon   2nd  

broadband

       latency  

broadband access   2nd  

Brown, Jeff  

budgeting  

       business models  

               advertising, promotion, and sponsorships   2nd  

               retail hybrids   2nd  

               subscription fees   2nd   3rd  

       cost of market entry   2nd  

       development   2nd   3rd   4th  

       expenses   2nd   3rd  

       for shortfalls and time crunches  

       launch costs   2nd   3rd   4th   5th   6th   7th  

       management   2nd   3rd   4th  

       staff   2nd   3rd  

bugs

       launching with  

burnout

       fighting (Schubert)   2nd  

               character progressions, designing   2nd   3rd  

               content, adding   2nd  

               encouraging players to play less   2nd   3rd   4th  

               player fatigure  

               Ultima Online •s power hour   2nd   3rd  

business models  

       advertising, promotion, and sponsorships   2nd  

       retail hybrids   2nd  

       subscription fees   2nd   3rd  

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