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Massively Multiplayer Game Development
38 Articles, Edited by Thor Alexander, 2003.
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MMP Design Techniques
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Toontown Online: Building Massively Multiplayer Games for the Masses |
Everybody Needs Somebody: Practical Advice for Encouraging Cooperative Play in Online Virtual Worlds |
Game Balance for Massively Multiplayer Games |
Game Balance and AI Using Payoff Matrices |
Describing Game Behavior with Use Cases |
Using a Hit Point to Coin Conversion Factor |
Designing Massively Multiplayer Games for Narrative Investment |
Customer Support and Player Reputation: It�s All About Trust |
MMP Architecture
Building a Massively Multiplayer Game Simulation Framework, Part 1: Structural Modeling |
Building a Massively Multiplayer Game Simulation Framework, Part 2: Behavioral Modeling |
Creating a �Safe Sandbox?for Game Scripting |
Unit Testing for Massively Multiplayer Games |
Using the Twisted Framework for MMP Service Integration |
Beyond 2: An Open-Source Platform for Virtual Worlds |
Parallel-State Machines for Believable Characters |
Observer/Observable Design Pattern for MMP Game Architectures |
Server-Side Development
Seamless Servers: The Case For and Against |
Server-Side Object Refresh Rates |
MMP Server Development and Maintenance |
Small Portals: Tapping into MMP Worlds via Wireless Devices |
Precise Game Event Broadcasting with Python |
Considerations for Movement and Physics in MMP Games |
Client-Side Development
Client-Side Movement Prediction |
Keep it Smooth: Asynchronous Clients and Time Travel |
Procedural Worlds: Avoiding the Data Explosion |
Writing a Fast, Efficient, Fixed-Size Object Allocator |
Texture-Based 3D Character Customization |
Unique Challenges of Console MMP Games |
Database Techniques
Relational Database Management Systems Primer |
Leveraging Relational Database Management Systems to Data-Drive MMP Gameplay |
Data-Driven Systems for MMP Games |
Managing Game State Data Using a Database |
Game Systems
From Raw Material to Final Product: Life in a Social Economy |
Player Housing-My House Is Your House |
Social Game Systems: Cultivating Player Socialization and Providing Alternate Routes to Game Rewards |
Designing a Flexible Guild Creation and Management Command Set |
Building a Reputation System: Hatred, Forgiveness, and Surrender in Neverwinter Nights |
City-State Governments-Their Roles in Online Communities |
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