2005. 2. 출간된 MMOG 개발 관련 서적(편집물)이라고 합니다.
http://www.amazon.com/exec/obidos/tg/detail/-/1584503904/103-0468249-3275829
[[Table of Contents]]
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