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Xem thêm: Developing online games (new riders 2003) , Chapter 4. Marketing and Distribution Concerns: Retail Box, Download, or Both?, Chapter 5. Calculating and Expanding the Profit Margins: The Cost of Doing Business, Chapter 6. Basic Design and Development Issues, Chapter 7. Digging Deeper into Development and Design Issues, Chapter 8. Getting into the Design, Chapter 9. Other Design and Development Issues, Chapter 11. Managing a Game Post-Launch, Chapter 12. The Live Development Team, Chapter 13. 'Microsoft's' UltraCorps': Why This Turn-Based Game Failed', Chapter 15. Glory and Shame: Powerful Psychology in Multiplayer Online Games, Chapter 16. Case Study: Online Game Lifecycles, Chapter 17. Fighting Player Burnout in Massively Multiplayer Games, Chapter 18. 'Post-Mortem: Mythic's' Dark Age of Camelot, Chapter 19. Managing Deviant Behavior in Online Worlds, Chapter 20. 'The Lighter Side of' Meridian 59's 'History', Appendix C. The Bartle Quotient Survey Questions and Some Results, Appendix D. Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs