Developing Online Games: An Insider's Guide / Edition 1 available in Paperback
- Pub. Date:
- Pearson Education
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).
|Edition description:||First Edition|
|Product dimensions:||7.38(w) x 9.24(h) x 0.89(d)|
Table of ContentsForeword by Raph Koster.
I. EXECUTIVE CONSIDERATIONS.1. The Market.
2. Planning and Budgeting.
3. Project Management/Manager.
4. Marketing and Distribution Concerns: Retail Box, Download, or Both?
5. Calculating and Expanding the Profit Margins: The Cost of Doing Business.
II. DESIGN AND DEVELOPMENT CONSIDERATIONS.
6. Basic Design and Development Issues.
7. Digging Deeper into Development and Design Issues.
8. Getting into the Design.
9. Other Design and Development Issues.
III. LAUNCHING AND MANAGING A GAME.
10. Launch Day.
11. Managing a Game Post-Launch.
12. The Live Development Team.
IV. ARTICLES FROM THE EXPERTS.
13. Microsoft's UltraCorps: Why This Turn-Based Game Failed.
14. Anarchy Online Post-Mortem.
15. Glory and Shame: Powerful Psychology in Multiplayer Online Games.
16. Case Study: Online Game Lifecycles.
17. Fighting Player Burnout in Massively Multiplayer Games.
18. Post-Mortem: Mythic's Dark Age of Camelot.
19. Managing Deviant Behavior in Online Worlds.
20. The Lighter Side of Meridian 59's History.
V. APPENDICES AND GLOSSARY.
Appendix A. Executive Considerations Checklist.
Appendix B. Bios of Interviewees.
Appendix C. The Bartle Quotient Survey Questions and Some Results.
Appendix D. Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs.
Appendix E. Online World Timeline.
Appendix F. Glossary.
Most Helpful Customer Reviews
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.
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.