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Pearson Education
Developing Online Games: An Insider's Guide / Edition 1

Developing Online Games: An Insider's Guide / Edition 1


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Developing Online Games: An Insider's Guide / Edition 1

A soup-to-nuts overview of just what it takes to successfully design, develop and manage an online game. Learn from the top two online game developers through the real-world successes and mistakes not known to others. There are Case studies from 10+ industry leaders, including Raph Koster, J. Baron, R. Bartle, D. Schubert, A. Macris, and more! Covers all types of online games: Retail Hybrids, Persistent Worlds, and console games.

Developing Online Games provides insight into designing, developing and managing online games that is available nowhere else. Online game programming guru Jessica Mulligan and seasoned exec Bridgette Patrovsky provide insights into the industry that will allow others entering this market to avoid the mistakes of the past. In addition to their own experiences, the authors provide interviews, insight and anecdotes from over twenty of the most well-known and experienced online game insiders. The book includes case studies of the successes and failures of today's most well-known online games. There is also a special section for senior executives on how to budget an online game and how to assemble the right development and management teams. The book ends with a look at the future of online gaming: not only online console gaming (Xbox Online, Playstation 2), but the emerging mobile device game market (cell phones, wireless, PDA).

Product Details

ISBN-13: 9781592730001
Publisher: Pearson Education
Publication date: 03/07/2003
Edition description: First Edition
Pages: 495
Product dimensions: 7.38(w) x 9.24(h) x 0.89(d)

Table of Contents

Foreword by Raph Koster.


1. The Market.
Do We Enter the Market? Basic Considerations. How and Which Niche? Market Analysis: Who Are These People, Anyway?

2. Planning and Budgeting.
Cost of Entry. Budgeting and Return on Investment (ROI) Factors. Talent Pool: Management and Hiring Issues. Differentiation Between Product and Service. Budgeting the Development and Launch.

3. Project Management/Manager.
Project Plans. Yes, It Really Will Take at Least 23 Years to Complete. Why Production Slips Happen. Project Realities.

4. Marketing and Distribution Concerns: Retail Box, Download, or Both?
Downloading: Not (Yet) a Viable Option. Buying Shelf Space. The AOL Model: Do You Need to Actually Sell the Client?

5. Calculating and Expanding the Profit Margins: The Cost of Doing Business.
Some Numbers. Add-On Profits.


6. Basic Design and Development Issues.
Practicalities and Advice. Design.

7. Digging Deeper into Development and Design Issues.
Technical Considerations. Where to Start? Building the Right Tools.Host Hardware and Bandwidth. Player Hardware and Software. Customer Support: Dude, Where's My Tools?

8. Getting into the Design.
Acquisition and Retention Features. The Themis Group Player Satisfaction Matrix. The Critical “New Player Experience” . It's the Socialization, Stupid! The Importance of (the Other Guy's) Storytelling. World-Building: Just What Is “Content,” Anyway?

9. Other Design and Development Issues.
Console: Oh, Brave New World! One Problem: The Designers. Development Issues. Balancing Creativity with a Schedule. The Test Process. The Freeze: Closing the Loop to Launch. Ramping Up Player Support.


10. Launch Day.
Launch Philosophy. The Importance of a Technically Stable Launch . Who's in Charge on Launch Day? Disaster Control. If Disaster Happens.

11. Managing a Game Post-Launch.
Barbarians, Tribesmen, and Citizens. Transitioning from the Development Team to the Live Team. Managing the Expectations of the Players. Player Relations: The In-Game GMs. The Service Philosophy: Acquiring and Retaining Subscribers. Security: Keeping Honest People Honest. Community Relations: Processes.

12. The Live Development Team.
Live Development Team Responsibilities. The Publishing Process. The Publishing Plan. Patch Creation and Publishing Schedules. The Live Test Server. How Often Should You Publish? Critical Bugs and Exploits. Bug-Fixing Versus Nerfing. Planning and Implementing Major Expansions. Implementing an Expansion.


13. Microsoft's UltraCorps: Why This Turn-Based Game Failed.
Turned-Based Conquest Games Are Not Mass-Market. Too Easy to Exploit the Game Design. Constant Bugs and “Hacks” Destroyed the Game's Credibility. Lack of Publicity and Marketing by Microsoft. Failure to Refresh the Game Often Enough. The Zone's Sysops Were AWOL.

14. Anarchy Online Post-Mortem.
The Foreplay. The First Trimester—Development of the Bone Structure (The Technology). The Second Trimester: The Heartbeat of the Auto Content Generator System. The Last Trimester—Getting Ready to Be Born. The Birth: The Launch. Post-Launch: Infancy and Toddler Years.

15. Glory and Shame: Powerful Psychology in Multiplayer Online Games.
Buzzword Snow. A Unique Audience. A Unique Medium. The Power of Shame. The Problem with Glory. Pure Meritocracy: The Ultimate Glory Game. Cumulative Character Games: The Devoted All Go to Heaven. Achievement Versus Development. Summary: Development over Achievement.

16. Case Study: Online Game Lifecycles.
Achieving Mass Market Status. The Current Top Four MMOGs Worldwide as of December 2002.

17. Fighting Player Burnout in Massively Multiplayer Games.
The Exponential Curve of Death. More Content? Play Less, Please. Conclusion.

18. Post-Mortem: Mythic's Dark Age of Camelot.
The Community. The Beta Starts. Server Backend Configuration. The Business Arrangement. Lessons Learned.

19. Managing Deviant Behavior in Online Worlds.
What Are Some Kinds of Undesirable Behavior? Why Undesirable Behavior Is a Complex Problem. Why Do People Engage in Abusive or Undesirable Behavior? Establishing a Code of Conduct. Detection. Verification. Corrective Action and Remedies. Encouraging Desirable Behavior.

20. The Lighter Side of Meridian 59's History.
Prologue. The Timeline.


Appendix A. Executive Considerations Checklist.
Appendix B. Bios of Interviewees.
Jeffrey Anderson. Richard A. Garriott. Gaute Godager. Scott Hawkins. Thomas Howalt. Daniel “Savant” Manachi. Kathy Schoback. Damion Schubert. Jack D. Smith. Gordon Walton.

Appendix C. The Bartle Quotient Survey Questions and Some Results.
The Bartle Test. Bartle Survey Results for Five Leading Games.

Appendix D. Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs.
2002 Introduction to the Article by Dr. Bartle. Abstract. Preface. A Simple Taxonomy. Interest Graph. Changing the Player Type Balance. The Social Versus Game-Like Debate. Player Interactions. Dynamics. Overbalancing a Mud. Summary. References.

Appendix E. Online World Timeline.
Appendix F. Glossary.

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Developing Online Games: An Insider's Guide 4 out of 5 based on 0 ratings. 2 reviews.
Guest More than 1 year ago
This book focuses on the elements necessary to develop a successful launch of an online game. In order to have the successful launch, the book looks at what needs to be considers in creating the game from the development team¿s point of view. The assumption is that you know how to code, you know what kind of game you want to create and you have the resources to create one. But this is the toolbox for the pre-launch, launch and the post- launch. It is an interesting look at the theories behind creating your game for longevity. The post launch is probably the most interesting phase from this point of view. ¿It isn¿t your game, it¿s the player¿s game.¿ This has been written more for Persistent World Games as they need a community for them to thrive. There are chapters that look at how to build these communities and nurture them so they continue playing your (or is it their?) game. One chapter looks at the different players you will encounter that can help, hinder or downright sabotage the success of a game (the 3 broad groups are aptly called Barbarians, Tribesmen and Citizens). This book is also worth a look for the Online Timeline starting in 1986 and the anecdotes from games that worked and games that didn¿t. You might chuckle a bit in remembrance of some of the events mentioned, like the first testing of Quake in 1995. If you are looking to develop a game that has a following, there are definitely some tips here worth knowing about.
Guest More than 1 year ago
I¿ve always been curious as to what is the appeal of online games. It seems to be a thinly-veneered way of getting anti-social computer users to interact in a pseudo-social environment. My roommate is a big fan of Dark Ages of Camelot, and the devotion he places into playing the game on a regular basis confounds me. I picked up this book to try and see what the key ingredients are that make some games flop and others flourish. I learned that it¿s service. Most computer games leave the publishers office, and are never dealt with again, except for patches and such. Online gaming requires a certain amount of devotion after publishing that many game publishing companies don¿t understand. A persistent world requires persistent staff, running servers, customer service, etc. The book is excellent for developers; they will see the pitfalls and dedication they must place into a game during and after placing them on the retail shelves. I was more interested in the social aspects of gaming from the point of view of the player, and I wasn¿t that impressed with the book. If you use my review as a basis to purchase/not purchase this book, understand that I wasn¿t the target audience that this was directed to.