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Massively Multiplayer Game Development
38 Articles, Edited by Thor Alexander, 2003.


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MMP Design Techniques

Toontown Online: Building Massively Multiplayer Games for the Masses

Mike Goslin, Joe Shochet, and Jesse Schell (Disney)
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.

Game Balance for Massively Multiplayer Games

Ben Hanson (Sony Online Entertainment)
Massively Multiplayer Game Development, 2003.

Game Balance and AI Using Payoff Matrices

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

Describing Game Behavior with Use Cases

Matthew Walker (Microsoft Corporation)
Massively Multiplayer Game Development, 2003.

Using a Hit Point to Coin Conversion Factor

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

Designing Massively Multiplayer Games for Narrative Investment

Paul McInnes (Micro Forte)
Massively Multiplayer Game Development, 2003.

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

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




MMP Architecture

Building a Massively Multiplayer Game Simulation Framework, Part 1: Structural Modeling

Thor Alexander (Hard Coded Games)
Massively Multiplayer Game Development, 2003.

Building a Massively Multiplayer Game Simulation Framework, Part 2: Behavioral Modeling

Thor Alexander (Hard Coded Games)
Massively Multiplayer Game Development, 2003.

Creating a �Safe Sandbox?for Game Scripting

Matthew Walker (NCsoft Corporation)
Massively Multiplayer Game Development, 2003.

Unit Testing for Massively Multiplayer Games

Matthew Walker (NCsoft Corporation)
Massively Multiplayer Game Development, 2003.

Using the Twisted Framework for MMP Service Integration

Glyph Lefkowitz (Twisted Matrix Labs)
Massively Multiplayer Game Development, 2003.

Beyond 2: An Open-Source Platform for Virtual Worlds

Jason Asbahr (ASBAHR.COM, Inc)
Massively Multiplayer Game Development, 2003.

Parallel-State Machines for Believable Characters

Thor Alexander (Hard Coded Games)
Massively Multiplayer Game Development, 2003.

Observer/Observable Design Pattern for MMP Game Architectures

Javier F. Otaegui (Sabarasa Entertainment)
Massively Multiplayer Game Development, 2003.




Server-Side Development

Seamless Servers: The Case For and Against

Jason Beardsley (NCsoft Corporation)
Massively Multiplayer Game Development, 2003.

Server-Side Object Refresh Rates

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

MMP Server Development and Maintenance

William Dalton (Maxis)
Massively Multiplayer Game Development, 2003.

Small Portals: Tapping into MMP Worlds via Wireless Devices

David Fox (Next Game)
Massively Multiplayer Game Development, 2003.

Precise Game Event Broadcasting with Python

Matthew Walker (NCsoft Corporation)
Massively Multiplayer Game Development, 2003.

Considerations for Movement and Physics in MMP Games

Jay Lee (NCsoft Corporation)
Massively Multiplayer Game Development, 2003.




Client-Side Development

Client-Side Movement Prediction

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

Keep it Smooth: Asynchronous Clients and Time Travel

Jay Patterson (Xbox Live)
Massively Multiplayer Game Development, 2003.

Procedural Worlds: Avoiding the Data Explosion

Sean O�Neil (Contract Developer for Maxis, Inc)
Massively Multiplayer Game Development, 2003.

Writing a Fast, Efficient, Fixed-Size Object Allocator

Tom Gambill (NCsoft Corporation)
Massively Multiplayer Game Development, 2003.

Texture-Based 3D Character Customization

Todd Hayes (NCsoft Corporation)
Massively Multiplayer Game Development, 2003.

Unique Challenges of Console MMP Games

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




Database Techniques

Relational Database Management Systems Primer

Jay Lee (NCsoft Corporation)
Massively Multiplayer Game Development, 2003.

Leveraging Relational Database Management Systems to Data-Drive MMP Gameplay

Jay Lee (NCsoft Corporation)
Massively Multiplayer Game Development, 2003.

Data-Driven Systems for MMP Games

Sean Riley (NCsoft Corporation)
Massively Multiplayer Game Development, 2003.

Managing Game State Data Using a Database

Christian Lange (Origin Systems, Inc)
Massively Multiplayer Game Development, 2003.




Game Systems

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.

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