Download the free Kindle app and start reading Kindle books instantly on your smartphone, tablet, or computer - no Kindle device required. Learn more
Read instantly on your browser with Kindle Cloud Reader.
Using your mobile phone camera - scan the code below and download the Kindle app.
Enter your mobile phone or email address
By pressing "Send link," you agree to Amazon's Conditions of Use.
You consent to receive an automated text message from or on behalf of Amazon about the Kindle App at your mobile number above. Consent is not a condition of any purchase. Message & data rates may apply.
Follow the Author
Developing Online Games: An Insiders Guide (Nrg-Programming) Paperback – March 1, 2003
From the Author
This book was written to spread the word on what works and what doesn't. We hope to save you money and, more importantly, keep you from crashing and burning your company with tired old mistakes. (Feel free to make new ones. That's how we learn!)
This is an accumulation of our experience in all phases of the design, development, and management of online games, combined with the views and experiences of other experts with experience in the field. These experiences and views can help guide you to successful... and profitable... online games.
Jessica Mulligan and Bridgette Patrovsky
From the Back Cover
A soup-to-nuts overview of just what it takes to successfully design, develop and manage an online game. Learn from the top two online game developers through the real-world successes and mistakes not known to others. There are Case studies from 10+ industry leaders, including Raph Koster, J. Baron, R. Bartle, D. Schubert, A. Macris, and more! Covers all types of online games: Retail Hybrids, Persistent Worlds, and console games.
Developing Online Games provides insight into designing, developing and managing online games that is available nowhere else. Online game programming guru Jessica Mulligan and seasoned exec Bridgette Patrovsky provide insights into the industry that will allow others entering this market to avoid the mistakes of the past. In addition to their own experiences, the authors provide interviews, insight and anecdotes from over twenty of the most well-known and experienced online game insiders. The book includes case studies of the successes and failures of today's most well-known online games. There is also a special section for senior executives on how to budget an online game and how to assemble the right development and management teams. The book ends with a look at the future of online gaming: not only online console gaming (Xbox Online, Playstation 2), but the emerging mobile device game market (cell phones, wireless, PDA).
- Publisher : New Riders Pub (March 1, 2003)
- Language : English
- Paperback : 300 pages
- ISBN-10 : 1592730000
- ISBN-13 : 978-1592730001
- Item Weight : 1.88 pounds
- Dimensions : 7.25 x 1 x 8.75 inches
- Best Sellers Rank: #3,059,729 in Books (See Top 100 in Books)
- Customer Reviews:
About the author
Top reviews from the United States
There was a problem filtering reviews right now. Please try again later.
The best thing about the book is that the authors sincerely shared their experience and problems. One would have thought that the golden gems might have been kept out of such books, but I frankly feel that this is not the case here. Kudos also, for they did not keep Korean examples out or at an arm's length like others in the field consistently do. They take the examples in Korea as real and share their valuable information with us. They also made a good point of mentioning that PW production is not game development but being in the service business big time.
They also made a long chapter on testing the PWs, which I guess is the real icing on the cake. They share with us information such as number of personnel needed to maintain the PWs or servicing the clients with volunteers, how to keep this volunteer army content etc. One might not be able to get this information for hundreds of thousands of dollars from consultants. I thank the authors for sharing the information so generously.
MMOGs are expensive to make
MMOGs require expensive support and development after launch
MMOGs are complex
You probably knew this already though - in which case you would be wondering why you should buy the book? The answer is that the book drills these facts into your head through repetition over 500 pages. If you plan to spend 20 million to make an MMO it's good to get these facts clear.
If you were looking for practical information from which to build an MMO you won't much in this book. While the the technical reviewer's qualifications are strong the authors have only worked in management positions.
Developing Online Games wasn't useful to me as a developer but producers and managers should pick up a copy.
I picked up this book to try and see what the key ingredients are that make some games flop and others flourish. I learned that it's service. Most computer games leave the publishers office, and are never dealt with again, except for patches and such. Online gaming requires a certain amount of devotion after publishing that many game publishing companies don't understand. A persistent world requires persistent staff, running servers, customer service, etc.
The book is excellent for developers; they will see the pitfalls and dedication they must place into a game during and after placing them on the retail shelves. I was more interested in the social aspects of gaming from the point of view of the player, and I wasn't that impressed with the book. If you use my review as a basis to purchase/not purchase this book, understand that I wasn't the target audience that this was directed to.