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Game Design: User Community


From Raw Material to Final Product: Life in a Social Economy

Artie Rogers (Inevitable Entertainment)
Massively Multiplayer Game Development, 2003.

Player Housing-My House Is Your House

Paul D. Sage (NCsoft Corporation)
Massively Multiplayer Game Development, 2003.

Social Game Systems: Cultivating Player Socialization and Providing Alternate Routes to Game Rewards

Patricia Pizer (MMP Design Specialist)
Massively Multiplayer Game Development, 2003.

Designing a Flexible Guild Creation and Management Command Set

John M. Olsen (Microsoft Corporation)
Massively Multiplayer Game Development, 2003.

Building a Reputation System: Hatred, Forgiveness, and Surrender in Neverwinter Nights

Mark Brockington (BioWare Corp)
Massively Multiplayer Game Development, 2003.

City-State Governments-Their Roles in Online Communities

Artie Rogers (Inevitable Entertainment)
Massively Multiplayer Game Development, 2003.

But What If the Player Is Female?

Sheri Graner-Ray
Game Design Perspectives, 2002.

Designing for Online Community

David Michael
Game Design Perspectives, 2002.

Character Interaction Outside the Game World

Ben Carter
Game Design Perspectives, 2002.

Utilizing the Consumer-Making the Most of Modding

Wayne Imlach
Game Design Perspectives, 2002.

Following Up after the Game Is Released: It�s Not over When It�s Over

Tom Sloper
Game Design Perspectives, 2002.

Games for Young Children

Ruud van de Moosdjik
Game Design Perspectives, 2002.

Customer Support and Player Reputation: It�s All About Trust

Paul D. Sage (NCsoft Corporation)
Massively Multiplayer Game Development, 2003.

Everybody Needs Somebody: Practical Advice for Encouraging Cooperative Play in Online Virtual Worlds

Derek Sanderson (Westwood Studios)
Massively Multiplayer Game Development, 2003.

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