Open AccessBook
Developing Online Games: An Insider's Guide
TLDR
In this paper, the authors provide a soup-to-nuts overview of what it takes to successfully design, develop and manage an online game, including case studies of the successes and failures of today's most well-known online games.Abstract:
From the Publisher:
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).read more
Citations
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Proceedings ArticleDOI
Playability heuristics for mobile games
TL;DR: This paper introduces playability heuristics that are specifically designed for evaluating mobile games that have been developed by using an iterative design process of a mobile game.
Journal ArticleDOI
Building an MMO With Mass Appeal A Look at Gameplay in World of Warcraft
TL;DR: How WoW functions as a game is explored with automated “bots” to illustrate how WoW refined a formula inherited from preceding MMOs, and raises questions about WoW’s future growth and more generally about the ability of MMOs to evolve beyond their familiar template.
Journal ArticleDOI
Virtual Third Places: A Case Study of Sociability in Massively Multiplayer Games
TL;DR: In this article, the authors examine player-to-player interactions in a popular MMOG (Star Wars Galaxies) based on several months of ethnographic observations and computerized data collection, and evaluate whether or not the social spaces of this virtual world fit existing definitions of sociable environments.
Journal ArticleDOI
At least nine ways to play : approaching gamer mentalities
TL;DR: In this article, the authors presented the results of a three-year study in which they sought for new ways to approach digital games cultures and playing practices, finding that the majority of digital games take place between "casual relaxing" and "committed entertaining" where the multiplicity of experiences, feelings and understandings that people have about their playing and digital games is wide-ranging.
Cognition and Literacy in Massively Multiplayer Online Games
TL;DR: For the current youth generation, the Internet has always existed as discussed by the authors, and whether it's collaboration on a formal project or informal socializing among peers, our modus operandi has shifted from face-to-face get-togethers, a couple of emails, and the occasional phone call to the overlapping multimodal, multi-attentional spaces on today's computer screen.