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