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

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Dark Age of Camelot   2nd  

       origins  

       post-mortem (Firor)   2nd   3rd   4th   5th   6th  

               Beta testing  

               business arrangements   2nd  

               community, developing   2nd  

               development   2nd   3rd  

               game concept   2nd  

               problems encountered   2nd  

               server configuration   2nd  

Darkness Falls\

       The Crusade (ital)   2nd  

data structures  

databases  

DDR (design document review)   2nd  

        teams  

DECWAR (ital)  

Denton, Rob  

design

       aiming for today •s RAM and processor configurations versus tomorrow •s   2nd  

       avoiding singular ’ visions “   2nd   3rd  

       broadband versus narrowband access, choosing  

       cheat hacks, circumventing   2nd   3rd  

       commenting code   2nd  

       consoles   2nd   3rd  

       controlling overzealous designers   2nd   3rd   4th   5th  

       excessively penalizing players   2nd   3rd   4th  

       executive considerations checklist   2nd   3rd   4th  

       feature creep  

       final   2nd  

       for communities   2nd  

       languages, choosing which to support  

       market niches , selecting   2nd  

       MUD imp syndrome   2nd   3rd  

       neat stuff syndrome (NSS)   2nd  

       planning for game extensions   2nd  

       preliminary design documents   2nd   3rd   4th   5th  

       preliminary technical design documents   2nd  

       process   2nd   3rd   4th  

       review process   2nd   3rd   4th   5th  

       storytelling  

       targeting players   2nd  

               acquisition and retention   2nd   3rd   4th   5th   6th  

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

                “new player experience “   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  

        treatments  

               contents   2nd   3rd   4th  

               submission process  

       world-building  

               content   2nd   3rd  

               mass versus content   2nd  

               player-created content   2nd   3rd  

               space versus content   2nd  

               tools   2nd   3rd  

design document review (DDR)   2nd  

       teams  

design documents

       preliminary   2nd   3rd   4th   5th  

       preliminary technical   2nd  

designers

       controlling overzealous   2nd   3rd   4th   5th  

       lead designers  

developers

       success strategies   2nd  

development

       advice from experienced developers   2nd   3rd   4th   5th   6th   7th  

       aiming for today •s RAM and processor configurations versus tomorrow •s   2nd  

       balancing creativity and practical matters  

       balancing creativity with schedules   2nd  

       budgeting   2nd   3rd   4th  

       commenting code   2nd  

       controlling development delays

               change control process (CCP)   2nd  

               controlling crunch time   2nd  

               controlling project timelines   2nd  

               predicting productivity   2nd  

               reasons for development delays   2nd   3rd   4th  

       executive considerations checklist   2nd   3rd   4th  

       expansion packs  

       for communities   2nd  

       launching

               player support   2nd   3rd   4th   5th  

               preparing for  

       live development teams.   [See live development teams]

       planning for game extensions   2nd  

       process   2nd   3rd   4th  

       technical considerations   2nd  

               bandwidth  

               data structures  

               databases  

               DirectX API (Microsoft)   2nd  

               graphic accelerators   2nd  

               hardware  

               languages  

                on-the-fly additions   2nd  

               perspective, choosing  

               player hardware and software  

               tools   2nd  

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

               Alpha   2nd   3rd  

               Beta   2nd  

               cheating, controlling   2nd  

               closed-Beta   2nd   3rd  

                enduring the testing process   2nd   3rd  

               internal  

                open -Beta   2nd  

               testers, recruiting   2nd   3rd  

               testers, rewarding   2nd  

development cycles   2nd   3rd  

       avoiding common problems   2nd   3rd   4th   5th   6th  

       balancing content  

        educating senior management  

       team organization  

       testing   2nd  

       time slips   2nd  

development teams  

deviant behavior, managing (Talin)   2nd  

       assimilation  

       breaches of conduct, detecting   2nd   3rd   4th  

       codes of conduct, establishing   2nd   3rd  

       corrective action  

       deterrence  

       disincentivization  

       encouraging desirable behavior   2nd  

       making undesirable behario impossible  

       reasons for deviant behavior   2nd   3rd  

       social ostracism  

        subjective states  

       tracking trust relationships  

       types of deviant behavior   2nd  

               game balance, disruption of   2nd   3rd  

               social fabric, disruption of   2nd   3rd   4th   5th  

               technical infrastructure, attacks against   2nd  

       vigilantism  

DirectX API (Microsoft)   2nd  

disaster control during launch   2nd  

       dealing with disaster   2nd   3rd  

       disaster control plans   2nd  

distribution models  

       AOL  

       choosing   2nd  

       downloading   2nd   3rd   4th  

       low-cost retail  

       magazine cover mounts  

       OEMs  

       retail   2nd  

Dogfight (ital)  

downloading distribution model   2nd   3rd   4th  

DSL  

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