Final Table of Contents for the New Book!
I'm proud to announce the final content for the second MMP Game Development book.
CONTENTS
Acknowledgements
Foreword
Gordon Walton
About the Book
About the Cover
Contributor Bios
CHAPTER I: MMP DESIGN TECHNIQUES
1.1 Virtual Worlds: Why People Play
Richard Bartle – University of Essex
1.2 The Three Thirties of MMP Game Design
Artie Rogers – NCSoft
1.3 Balancing Gameplay for Thousands of Your Harshest Critics
Brian “Psychochild” Green – Near Death Studios, Inc.
1.4 Power by the People: User-Creation in Online Games
Cory Ondrejka – Linden Lab
1.5 Games within Games: Graph Theory for Designers - Part 1
David Kennerly – Fine Game Design
1.6 Worlds within Worlds: Graph Theory for Designers - Part 2
David Kennerly – Fine Game Design
1.7 Guild Management Tools for a Successful MMP Game
Sean “Dragons” Stalzer – The Syndicate
1.8 A Stock Exchange-Inspired Commerce System
John M. Olsen, Infix Games
1.9 Alternatives to the Character Grind
Artie Rogers – NCSoft
1.10 Telling Stories in Online Games
Shannon Appelcline
1.11 Great in Theory: Examining the Gap between System Design Theory and Reality
Justin Quimby – Turbine Entertainment Software
CHAPTER II: MMP ENGINEERING TECHNIQUES
2.1 Automated Testing for Online Games
Larry Mellon – Electronic Arts
2.2 Massively Multiplayer Scripting Systems
Jon Parise – Electronic Arts
2.3 Real-World MMO Object Sharing
Joe Ludwig – Flying Lab Software
2.4 MMP Server Cluster Architecture
Joe Ludwig – Flying Lab Software
2.5 Massively Multiplayer Games Using a Distributed Services Approach
Shea Street – Tantrum Games
2.6 Metrics Collection and Analysis
Larry Mellon – Electronic Arts
2.7 Delta-Compression for Heterogeneous Data Transfer
Jim Hicke – Xtreme Strategy Games, LLC
2.8 Architecture and Techniques for an MMORTS
Gideon Amir and Ramon Axelrod – Majorem
2.9 MMP Engineering Pitfalls
Justin Quimby – Turbine Entertainment Software
2.10 Animated Procedural Skies
John M. Olsen, Infix Games
2.11 Time and Event Synchronization across an MMP Server Farm
Roger Smith and Don Stoner – Modelbenders, LLC
2.12 Anti-Cheat Mechanisms for Massively Multiplayer Games
Marty Poulin – Sony Computer Entertainment America
2.13 The Quest for Holy Scale – Part 1: Large Scale Computing
Max Skibinsky – HiveMind, Inc.
2.14 The Quest for Holy Scale – Part II: P2P Continuum
Max Skibinsky – HiveMind, Inc.
2.15 Optimization Techniques for Rendering Massive Quantities of Mesh Deformed Characters in Real-Time
John W. Ratcliff
CHAPTER III: MMP PRODUCTION TECHNIQUES
3.1 Large Scale Project Management
Michael Saladino – Electronic Arts
3.2 Effective Quality Assurance – How to Manage Developers
Craig McDonald – Origin Systems (R.I.P.)
3.3 Small Fish in a Big Pond: How Small Developers and Publishers Can Succeed in Promoting Their MMP Game
Mike Wallis – Turbine Entertainment
3.4 Managing and Growing an MMOG as a Service
John Donham – Sony Online Entertainment
3.5 Community Management: Do's and Don'ts from those who've done'em
Graham Williams and Katie Postma - Ubisoft
3.6 Important Features to Attract and Retain Guilds
Sean “Dragons” Stalzer – The Syndicate
3.7 Techniques for Providing Online Support for Massively Multiplayer Games
Tom Gordon – AlienPants
3.8 Asian Game Markets and Game Development – Mass Market for MMP Games
Adi Gaash - adigaash@yahoo.com
The book will be on sale around GDC this spring!
CONTENTS
Acknowledgements
Foreword
Gordon Walton
About the Book
About the Cover
Contributor Bios
CHAPTER I: MMP DESIGN TECHNIQUES
1.1 Virtual Worlds: Why People Play
Richard Bartle – University of Essex
1.2 The Three Thirties of MMP Game Design
Artie Rogers – NCSoft
1.3 Balancing Gameplay for Thousands of Your Harshest Critics
Brian “Psychochild” Green – Near Death Studios, Inc.
1.4 Power by the People: User-Creation in Online Games
Cory Ondrejka – Linden Lab
1.5 Games within Games: Graph Theory for Designers - Part 1
David Kennerly – Fine Game Design
1.6 Worlds within Worlds: Graph Theory for Designers - Part 2
David Kennerly – Fine Game Design
1.7 Guild Management Tools for a Successful MMP Game
Sean “Dragons” Stalzer – The Syndicate
1.8 A Stock Exchange-Inspired Commerce System
John M. Olsen, Infix Games
1.9 Alternatives to the Character Grind
Artie Rogers – NCSoft
1.10 Telling Stories in Online Games
Shannon Appelcline
1.11 Great in Theory: Examining the Gap between System Design Theory and Reality
Justin Quimby – Turbine Entertainment Software
CHAPTER II: MMP ENGINEERING TECHNIQUES
2.1 Automated Testing for Online Games
Larry Mellon – Electronic Arts
2.2 Massively Multiplayer Scripting Systems
Jon Parise – Electronic Arts
2.3 Real-World MMO Object Sharing
Joe Ludwig – Flying Lab Software
2.4 MMP Server Cluster Architecture
Joe Ludwig – Flying Lab Software
2.5 Massively Multiplayer Games Using a Distributed Services Approach
Shea Street – Tantrum Games
2.6 Metrics Collection and Analysis
Larry Mellon – Electronic Arts
2.7 Delta-Compression for Heterogeneous Data Transfer
Jim Hicke – Xtreme Strategy Games, LLC
2.8 Architecture and Techniques for an MMORTS
Gideon Amir and Ramon Axelrod – Majorem
2.9 MMP Engineering Pitfalls
Justin Quimby – Turbine Entertainment Software
2.10 Animated Procedural Skies
John M. Olsen, Infix Games
2.11 Time and Event Synchronization across an MMP Server Farm
Roger Smith and Don Stoner – Modelbenders, LLC
2.12 Anti-Cheat Mechanisms for Massively Multiplayer Games
Marty Poulin – Sony Computer Entertainment America
2.13 The Quest for Holy Scale – Part 1: Large Scale Computing
Max Skibinsky – HiveMind, Inc.
2.14 The Quest for Holy Scale – Part II: P2P Continuum
Max Skibinsky – HiveMind, Inc.
2.15 Optimization Techniques for Rendering Massive Quantities of Mesh Deformed Characters in Real-Time
John W. Ratcliff
CHAPTER III: MMP PRODUCTION TECHNIQUES
3.1 Large Scale Project Management
Michael Saladino – Electronic Arts
3.2 Effective Quality Assurance – How to Manage Developers
Craig McDonald – Origin Systems (R.I.P.)
3.3 Small Fish in a Big Pond: How Small Developers and Publishers Can Succeed in Promoting Their MMP Game
Mike Wallis – Turbine Entertainment
3.4 Managing and Growing an MMOG as a Service
John Donham – Sony Online Entertainment
3.5 Community Management: Do's and Don'ts from those who've done'em
Graham Williams and Katie Postma - Ubisoft
3.6 Important Features to Attract and Retain Guilds
Sean “Dragons” Stalzer – The Syndicate
3.7 Techniques for Providing Online Support for Massively Multiplayer Games
Tom Gordon – AlienPants
3.8 Asian Game Markets and Game Development – Mass Market for MMP Games
Adi Gaash - adigaash@yahoo.com
The book will be on sale around GDC this spring!
0 Comments:
Post a Comment
<< Home