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Online Game Interactivity Theory (Advances in Computer Graphics and Game Development Series)
 
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Online Game Interactivity Theory (Advances in Computer Graphics and Game Development Series) (Hardcover)

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4.5 out of 5 stars  See all reviews (2 customer reviews)


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Editorial Reviews

Product Description

Interactivity is one of the most important and distinguishable features of a game. Designing effective interactivity, however, can be a challenge for even the most experienced game developer. This is especially true in the design process of multiplayer online games, so it is critical that developers have a solid understanding of game design and interactivity. Online Game Interactivity Theory is about online game design—its concepts, techniques, and tools. It guides you through the design process for multiplayer online games, beginning with discussions of online game history, the differences between single-player games and online games, and how the various categories of online games affect design. The emphasis throughout the process is on interactivity—how to define it, how to cope with its complexity, and how to integrate it into your designs.

Online Game Interactivity Theory defines interactivity on three different levels: player-to-computer, player-to-player, and player-to-game. By understanding the key factors of the three types of interactivity, you will gain insights into how a game’s level of interactivity can influence its potential for success, and what you can do to improve it. Methods for applying interactivity to your online game designs are discussed, and techniques for "designing" it into your games are provided. Details on multiplayer game design issues are also discussed along with guidelines and suggestions for integrating these issues into your games. These guidelines range from community design to the unique importance of a player’s avatar. The book concludes with discussions of valuable tools and strategies that will help improve your workflow. Interviews with some of the most influential people in the computer game industry are also included, to provide insight into their thoughts on online games, the unique features of online game design, and various interpretations of interactivity.

*****ON THE CD-ROM******
Demos and Tryout Versions of Popular Programs including:
* 3D Games Studio/A5 Trial Version 5.12
-Conitec Corporation
* Alchemy Artist Pack
-Intrinsic Graphics
*AniMeter Tuner
–LIPSinc
* Atmosphere
- Adobe Systems, Inc.
* Auran Jet 1.0
–Auran
* Avatar Lab
- Curious Labs Incorporated
* Cluster-O-Matic 1.0
- DI-O-Matic Incorporated
* Conveyor and Eterna
–Quazal
* FaceGen Modeller 2.0
- Singular Inversions, Inc.
* gmax 1.1
–Discreet Logic
* Life Forms Studio 3.9
- Credo Interactive, Inc.
.* Director 8.5, Shockwave Studio, Flash MX
- Macromedia, Inc.
* Mimic
–LIPSinc
* Morph-O-Matic 1.02
- DI-O-Matic Incorporated
* Net-Z 2.5 Beta 1–Quazal
* Photoshop 6.0
- Adobe Systems, Inc.
* Poser Pro Pack
- Curious Labs Incorporated
* Visual Intercept Enterprise
- Elsinore Technologies, Inc.
* Vue d’Esprit 4
- e-on software, inc.
* Web Driver SDK 2.2 & Multiplayer Toolkit 1.0
- WildTangent, Inc.

******SYSTEM REQUIREMENTS******
WINDOWS ONLY: Intel Pentium Processor (class III recommended), Microsoft Windows 98, Windows 98 Second Edition, Windows Millennium Edition, or Windows 2000, 128 MB RAM (192 MB recommended), Hard Drive / CD-ROM Drive, and a Video Display Card supporting 1024 x 768 x 16-bit color or greater. Individual demos may also have requirements.



About the Author

Markus Friedl is an experienced game designer who worked on "Fighting Legends Online." He received his masters in Communications and Media Design & Techniques in Austria and worked with the developer, neo Software Productions. He is also a contributor to Game Design Perspectives.

Product Details

  • Hardcover: 432 pages
  • Publisher: Charles River Media; 1 edition (October 25, 2002)
  • Language: English
  • ISBN-10: 1584502150
  • ISBN-13: 978-1584502159
  • Product Dimensions: 9.2 x 6.3 x 1.3 inches
  • Shipping Weight: 1.8 pounds
  • Average Customer Review: 4.5 out of 5 stars  See all reviews (2 customer reviews)
  • Amazon.com Sales Rank: #1,326,944 in Books (See Bestsellers in Books)

More About the Author

Markus Friedl
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Customer Reviews

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Average Customer Review
4.5 out of 5 stars (2 customer reviews)
 
 
 
 
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5 of 5 people found the following review helpful:
4.0 out of 5 stars game design theory, January 18, 2004
By A Customer
The book is, as the titles suggests, theory and there are no code listings... The book is about game design and you can hope to learn fundamental lessons in how to design the programming libraries, but you're not going to learn the actual source code that does the job.

It is nicely divided up to cover the major interactivity types - player-player, player-game, player-computer... It also covers the other necessary theory - tools and the development process. These are done very well.

It also covers the pure theory behind why humans play games in the "anthropology and playology" section. On face value, it's something you would actually expect in a psychology or philosophy text book... but this makes you realize that issues like that are a part of the game design process too... and the book teaches you those fundamentals...

One of the best features of this book is the inclusion of examples. In the tools section there are several recognizable illustrations of recent popular games. They are also referenced in the actual text. Doing this, the author makes his book on theory become more practical by letting the reader easily relate the text to a real-world experience.

Another great tie-in: interviews and opinions which are covered in the book's last section. After the author has had his say, in this section he invites other prominent figures - game designers, game industry insiders and game theorists - to offer their views and experiences on the subject. This opens up the floor to the theory of not just one, but many individuals.

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4 of 6 people found the following review helpful:
5.0 out of 5 stars Great insight into theoretical principles of game design!, November 12, 2003
By Monica (Nashville, TN United States) - See all my reviews
Friedl provides extremely helpful insight for those interested in learning game design theory. Although there are many practical guides to game design, to my knowledge, no other book addresses theory. I found this to be very well written and organized with in depth coverage of material within each chapter. I highly recommend Online Game Interactivity Theory and cannot wait for more books from this author!
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