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

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lag

       causes of  

       co-locating servers   2nd   3rd  

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

languages

       choosing which to support  

       implementing new  

       Unicode  

latency  

       broadband  

       in Xbox Live service  

launch

       costs, budgeting   2nd   3rd   4th   5th   6th   7th  

launching

       Anarchy Online (Gaute Godager)  

               mistakes made   2nd   3rd   4th   5th   6th   7th   8th   9th   10th  

                post-launch   2nd   3rd   4th  

               things done well  

       assigning responsibilities during transition period   2nd  

       common launch problems   2nd   3rd   4th   5th   6th   7th   8th   9th   10th   11th  

       dangers of launching prematurely   2nd   3rd   4th   5th   6th   7th   8th   9th   10th   11th  

       determining number of required support people  

       determining required bandwidth   2nd   3rd  

               estimating growth rate  

       determining required hardware   2nd  

               servers   2nd  

       disaster control   2nd  

               dealing with disaster   2nd   3rd  

               disaster control plans   2nd  

       estimating sales of shelf units   2nd   3rd  

       guidelines   2nd   3rd   4th   5th  

       help requests , dealing with   2nd   3rd   4th   5th   6th   7th  

       length of launch phase  

       live development team

               introducing to player base   2nd  

               transitioning to   2nd  

       overstaffing on launch  

       player support   2nd   3rd   4th   5th  

       post-launch.   [See post-launch]

       preparing for  

               freezing the client code   2nd  

               freezing the server  

               patches  

       publishing online  

       retail boxes  

       staffing

               using temps   2nd   3rd  

       staged launches   2nd  

       technical stability   2nd   3rd   4th   5th   6th   7th   8th   9th   10th   11th   12th  

       training staff  

       transitioning from launch to live operations   2nd   3rd  

               transition ceremonies  

       with bugs  

lead designers  

licensed properties  

       benefits  

       risks  

lifecycles

       MMORPGs (massively multiplayer online role-playing games )  

               Dark Age of Camelot   2nd  

               Everquest   2nd  

               Lineage\: The Blood Pledge (ital)   2nd  

               subscription growth  

               Ultima Online   2nd  

Lineage\

       The Blood Pledge (ital)   2nd  

Linux  

live develoment teams

       major expansions   2nd  

               implementing  

live development team

       introducing to player base   2nd  

       transitioning from launch to live operations   2nd   3rd  

               transition ceremonies  

       transitioning to   2nd  

live development teams   2nd  

       critical bugs and exploits   2nd  

       documenting changes  

       game balancing   2nd  

       live production plans  

       live test servers   2nd   3rd  

       major expansions  

        nerfing  

       publishing   2nd   3rd  

               schedules   2nd   3rd   4th   5th   6th  

       responsibilities   2nd   3rd  

live production plans  

live team

       responsibilities  

live teams

       community relations   2nd   3rd  

               creating singular contact people   2nd   3rd   4th   5th  

               designing for growth  

               email   2nd  

               empoweing players  

               feedback loops  

               message boards   2nd   3rd  

               micro-communities  

               player-run communities   2nd   3rd   4th  

               web site maintenance  

       composition of  

       internal investigations   2nd  

       live development teams.   [See live development teams]

       player relations  

               gamemasters (GMs)   2nd   3rd   4th   5th  

               out-of-game support   2nd  

       security strike teams   2nd  

       transitioning to   2nd  

live test servers   2nd   3rd  

localizations  

logging

       post-launch   2nd   3rd   4th  

Longest Journey, The (ital)  

low-cost retail distribution model  

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