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

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M59 (Meridian 59)

       history (Schubert)   2nd   3rd   4th   5th   6th   7th   8th   9th   10th   11th   12th   13th   14th   15th   16th   17th  

Macris, Alex   2nd   3rd   4th   5th   6th  

MACs (multiple alias cheaters)  

magazine cover mounts (distribution model)  

maintenance  

man-made terrain editors  

Manachi, Daniel ’Savant “

       biography   2nd  

management

       budgeting considerations   2nd   3rd   4th  

marketing

       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  

Marketing Development Funds (MDFs)  

markets

       analysis   2nd  

       classic game

               risk/reward analysis  

       classic games  

               return on investment  

       consumer segments  

               expected growth   2nd  

               hard- core market  

               mass-market  

               moderate market  

               movement between groups  

               pyramid  

       cost of entry   2nd  

       deciding to enter the online game market   2nd  

               considerations   2nd   3rd  

       determining your niche  

       persistent worlds   2nd  

               return on investment  

               risk/reward analysis  

       retail hybrid  

               return on investment  

               risk/reward analysis  

       success strategies   2nd  

       traditional online gaming markets  

mass versus content   2nd  

massively multiplayer online games (MMOGs).   [See persistent worlds (PWs)]

massively multiplayer online role-playing games.   [See MMORPGs]

MDFs (Marketing Development Funds)  

Meantime (ital)  

merchandising  

Meridian 59 (M59)

       history (Schubert)   2nd   3rd   4th   5th   6th   7th   8th   9th   10th   11th   12th   13th   14th   15th   16th   17th  

message boards   2nd   3rd  

micro-communities  

       leadership roles   2nd   3rd   4th   5th   6th   7th   8th  

Microsoft Project  

Microsoft SQL Server  

MMOGs (massively multiplayer online games).   [See persistent worlds (PWs)]

MMORPGs (massively multiplayer online role-playing games)

       lifecycles  

               Dark Age of Camelot   2nd  

               Everquest   2nd  

               Lineage\: The Blood Pledge (ital)   2nd  

               subscription growth  

               Ultima Online   2nd  

monitoring chat logs  

Monster (ital)  

morale , building   2nd  

MTrek (Multi-Trek) (ital)  

MUD II  

MUD imp syndrome   2nd   3rd  

MUDs (multi- user domains)

       Bartle Quotient Survey

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

               results   2nd  

       history (Bartle)  

       maintaining balance of player types   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  

       player types  

               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  

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

       types  

               game-like  

               social  

       versus adventure games   2nd   3rd  

MUDs (multi-user dungeons)  

Mulligan, Jessica  

       failure of UltraCorps (last word ital)   2nd  

               exploiting game flaws   2nd   3rd   4th  

               failure to refresh the game  

               lack of publicity  

               lack of sysops   2nd  

       MMORPGs lifecycles  

               Dark Age of Camelot   2nd  

               Everquest   2nd  

               Lineage\: The Blood Pledge (ital)   2nd  

               subscription growth  

               Ultima Online   2nd  

        turn -based conquest games  

               exploiting game flaws  

multi-processor PCs   2nd  

multi-user domains (MUDs)

       Bartle Quotient Survey

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

               results   2nd  

       history (Bartle)  

       maintaining balance of player types   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  

       player types

               Achievers   2nd   3rd   4th  

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

               Explorers   2nd   3rd  

               inter-relationships among   2nd  

               Killers   2nd   3rd  

               Socializers   2nd   3rd  

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

       types  

               game-like  

               social  

       versus adventure games   2nd   3rd  

multi-user dungeons (MUDs)  

multiple alias cheaters (MACs)  

muting players  

MySQL Server  

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