Enter your mobile number or email address below and we'll send you a link to download the free Kindle App. Then you can start reading Kindle books on your smartphone, tablet, or computer - no Kindle device required.
To get the free app, enter your mobile phone number.
Massively Multiplayer Game Development 2 (Charles River Media Game Development) (v. 2) Hardcover – February, 2005
Excel 2016 For Dummies Video Training
Discover what Excel can do for you with self-paced video lessons from For Dummies. Learn more.
Customers Who Bought This Item Also Bought
Top Customer Reviews
The articles in this book are separated into three sections - design, engineering, and production techniques. Therefore, it isn't just for programmers - numerous development team members will find value in the book's articles. I think it's important for developers to read most or all of the articles - even those that aren't specifically intended for their position. This practice can increase understanding and communication between the members of interdisciplinary teams.
In each article, a member of the MMP development community explains his or her experience with a particular topic - telling stories in online games, automated testing, anti-cheat mechanisms, etc. While some of the technical essays supply pseudocode, most articles present examples from existing games and other ideas. Don't expect to build an MMP engine or even detailed designs based solely on the information in this book. Instead, these articles will provide insight and advice on many issues you will encounter as you plan and develop an MMP project.
Some of the essays feel a bit "thin", and the authors don't seem to sufficiently explain their topic. In some instances, the topics are simply too complex to fully examine in one or two articles. Nonetheless, the subjects in this book are important for developers to consider. For readers that want to delve deeper into a topic, most articles provide references to related information.
This book is intended for "intermediate/advanced" game developers (specifically those in the MMP industry), and my rating is based on that audience. For those unfamiliar with MMP games and/or software development, it will be difficult to appreciate the articles in this book.
This book is broken down into three major parts:
Design Techniques - 11 Articles from Why People Play to Examining the Gap between Theory and Reality.
Engineering Techniques - 15 Articles From Testing to Rendering Massive Quanities in Real-Time.
Production Techniques - 8 Articles from Project Management to Mass Market for MMP Games. Of particular interest in this section is the article on how a small company, CCP Games, used guerilla marketing techniques to bring EVE Online to the market in the face of competition from the big guys.
Very nice book !
The only thing is that there is no red line between the articles, since every article was written by independent author.
So you are left with some general blahblah which you could gather for free on the internet and which leaves you with the stale feeling that you just wasted your money and time and didn't learn anything useful.
Worse, some articles (like the one about distributed service approach) are simply misleading and false and may lead a novice developer astray and on a path that ends up in a dead end. If you want to learn about client server design or any form of distributed computing, don't buy this book. Buy the books by Andrew Tannenbaum which are still readily available and cost just a handful of dollars if you buy them used and I guarantee you learn more useful things about network games than from this lemon.
This book does NOT have all the answers!
But it does pose a lot of questions and provides learned and thoughtful chapters written by some of the best game people in the business.
Part one covers design techniques with eleven chapters in game theory.
Part two explores engineering techniques including automated testing, data collection and analysis and anti cheat mechanisms.
Part three gets into production techniques with eight chapters covering subjects from project management to providing online support.
Its become my Bible of MMOG dev.
Most Recent Customer Reviews
I just love all the titles of Charles River Media (Delmar Cengage Learning) about game development. Always didatic and with great contents, every book that I get from this amazing... Read morePublished on May 31, 2011 by Nestath
As an experienced online game producer with one reasonably successful title under my belt I really felt that this book offered less in terms of game development knowledge than what... Read morePublished on December 19, 2007 by J. L. Hoskins
The book is unlike typical computer graphics books that focus mainly at the source code level. Alexander has compiled an impressive set of essays, drawn from game programmers at... Read morePublished on April 8, 2007 by W Boudville
PLEASE NOTE THAT THIS IS THE SAME REVIEW AS THE SEQUELS BOOK, THAT IS BECAUSE I CONSIDER THEM TO BE EQUALLY AS GOOD AS EACH OTHER.
DON'T BUY ONE BOOK, GET THEM BOTH. Read more