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

[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]

patches  

       creating   2nd   3rd   4th  

       publishing   2nd   3rd   4th   5th  

PCs

       multi-processor   2nd  

persistent worlds

       (PWs)  

       chat tools  

       choosing a distribution model   2nd  

       dangers of launching prematurely  

       designing

               avoiding singular ’ visions “   2nd   3rd  

       development.   [See development]

       market   2nd  

       planning   2nd   3rd  

       planning for game extensions   2nd  

       player lifecycles   2nd   3rd   4th  

       profit generation   2nd   3rd  

       proposals.   [See proposals]2nd   [See proposals]

       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  

perspective, choosing  

       3D first/ third-person versus isolinear   2nd  

PERT (program evaluation review technique) charts  

Petrovsky, Bridgette

       MMORPG lifecycles  

               Dark Age of Camelot   2nd  

               Everquest   2nd  

               Lineage\: The Blood Pledge (ital)   2nd  

               subscription growth  

               Ultima Online   2nd  

Pidgeon, Billy  

planning online games   2nd   3rd  

        anticipating crunch mode  

       backup plans  

       baseline planning  

       budgeting  

       budgeting for shortfalls  

       development cycles   2nd   3rd  

       flexibility  

       Gantt charts  

        morale , building   2nd  

       PERT charts  

       team redundancy  

       tracking software  

player relations (live teams )  

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

       out-of-game support   2nd  

player-run communities   2nd   3rd   4th  

players

       Achievers   2nd   3rd  

               in social MUDs  

               interests  

               versus Achievers   2nd  

               versus Explorers   2nd  

               versus Killers   2nd  

               versus Socializers   2nd  

       banning  

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

       burnout

               fighting (Schubert)   2nd  

       changing needs over time   2nd  

       character progressions, designing   2nd   3rd  

       churning  

               reasons for   2nd   3rd   4th  

       communicating with   2nd   3rd   4th   5th   6th   7th  

       communication   2nd  

       dealing with during post-launch   2nd   3rd  

       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  

               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  

       empowerment   2nd   3rd   4th  

       encouraging to play less (Schubert)   2nd   3rd   4th  

       excessively penalizing   2nd   3rd   4th  

       Explorers   2nd   3rd  

               interests  

               versus Achievers   2nd  

               versus Explorers   2nd  

               versus Killers   2nd  

               versus Socializers   2nd  

        guilds  

               chat commands  

               guild/team organization commands   2nd   3rd   4th  

               housing  

               inventory storage  

               quests  

       helping new players   2nd  

       inter-relationships among   2nd  

               Achievers versus Achievers   2nd  

               Achievers versus Explorers   2nd  

               Achievers versus Killers   2nd  

               Achievers versus Socializers   2nd  

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

               Explorers versus Achievers   2nd  

               Explorers versus Explorers   2nd  

               Explorers versus Killers   2nd  

               Explorers versus Socializers   2nd  

               Killers versus Achievers   2nd  

               Killers versus Explorers   2nd  

               Killers versus Killers   2nd  

               Killers versus Socializers   2nd  

               Socializers versus Achievers   2nd  

               Socializers versus Explorers   2nd  

               Socializers versus Killers   2nd  

               Socializers versus Socializers   2nd  

       Killers   2nd   3rd  

               in social MUDs  

               interests  

               versus Achievers   2nd  

               versus Explorers   2nd  

               versus Killers   2nd  

               versus Socializers   2nd  

       leadership roles in micro-communities   2nd   3rd   4th   5th   6th   7th   8th  

       lifecycle  

       lifecycles   2nd   3rd   4th  

       logging   2nd   3rd   4th  

       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  

       muting  

       player expectations, managing   2nd  

               guidelines   2nd   3rd   4th   5th   6th  

       player fatigue  

       player support   2nd   3rd   4th   5th  

       player-created content   2nd   3rd  

       psychology   2nd  

       psychology in online games (Baron)   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  

       self-expression  

       Socializers   2nd   3rd  

               interests  

               versus Achievers   2nd  

               versus Explorers   2nd  

               versus Killers   2nd  

               versus Socializers   2nd  

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

       targeting in the design process   2nd  

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

                “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   2nd  

       types

                barbarians   2nd  

                citizens   2nd  

                tribesmen   2nd  

       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  

post-launch   2nd   3rd  

       acquiring and retaining subscribers   2nd  

               being responsive to subscribers • changing needs   2nd  

               helping new players   2nd  

               player communication   2nd  

               support   2nd  

               teams   2nd  

       Anarchy Online (Gaute Godager)   2nd   3rd   4th  

       communicating with players   2nd   3rd   4th   5th   6th   7th  

       community relations  

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

               designing for growth  

               email   2nd  

               empowering players  

               feedback loops  

               message boards   2nd   3rd  

               micro-communities  

               player-run communities   2nd   3rd   4th  

               web site maintenance  

       email, handling   2nd   3rd   4th   5th   6th  

               responding   2nd   3rd   4th  

       in-game posting of official game information  

       logging   2nd   3rd   4th  

       player expectations, managing   2nd  

               guidelines   2nd   3rd   4th   5th   6th  

       player relations

               gamemasters   2nd  

       players

               barbarians   2nd  

               citizens   2nd  

               dealing with   2nd   3rd  

               psychology of   2nd  

               tribesmen   2nd  

       scheduling

               gamemasters   2nd  

       security   2nd  

               internal investigations   2nd  

               security strike teams   2nd  

       telephone support  

       transitioning to live teams   2nd  

       volunteers  

               alternatives to volunteer programs   2nd   3rd  

               characteristics of bad volunteers   2nd   3rd   4th  

               characteristics of good volunteers   2nd  

               dangers of using volunteers   2nd   3rd  

               organizing   2nd  

power hour (Ultima Online)   2nd   3rd  

power levels (gamemasters)   2nd   3rd   4th  

preliminary design documents   2nd   3rd   4th   5th  

       contents   2nd  

preparing online games   2nd   3rd  

       designing the change control process  

producers  

profanity filtering  

profit margins   2nd   3rd  

       add-on revenue profits  

       PWs   2nd   3rd  

project managers  

       responsibilities  

proposals   2nd  

       considerations   2nd   3rd  

proposals.   [See treatments ]

psychology in online games (Baron)   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  

psychology of players   2nd  

       barbarians   2nd  

       citizens   2nd  

       tribesmen   2nd  

publishing   2nd   3rd  

       schedules   2nd   3rd   4th   5th   6th  

PvP

       non-consenting  

PWs

       (persistent worlds)  

       chat tools  

       choosing a distribution model   2nd  

       dangers of launching prematurely  

       designing

               avoiding singular ’visions “   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  

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