Postmortems (häftad)
Format
Häftad (Paperback / softback)
Språk
Engelska
Antal sidor
702
Utgivningsdatum
2018-06-26
Förlag
Altered Tuning Press
Medarbetare
Garriott de Cayeux, Richard (foreword)
Illustrationer
245 Illustrations
Dimensioner
235 x 190 x 36 mm
Vikt
1185 g
Antal komponenter
1
Komponenter
3:B&W 7.5 x 9.25 in or 235 x 191 mm Perfect Bound on White w/Gloss Lam
ISBN
9780996793742
Postmortems (häftad)

Postmortems

Selected Essays Volume One

Häftad Engelska, 2018-06-26
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Few game designers have shared as many lessons learned as Raph Koster. In a quarter-century of writings and talks, he has offered up game design lessons, online community theories, and candid self-evaluation.

This first volume of a three-book set of selected essays collects previously written postmortems and many brand new pieces. They are accompanied by historical material such as posts written for players, chat logs, speeches, design sketches, and more. The result is an inspiring historical look back at the development of virtual worlds.

These are the stories behind Ultima Online and Star Wars Galaxies, the story of the early art game Andean Bird and the story of the ambitious project Metaplace that aimed to build the Metaverse, including:


  • ?A Story About a Tree,? the classic piece from MUD days about whether our online bonds are real.

  • ?The Ultima Online Resource System,? a detailed design breakdown of the pioneering world simulation.

  • ?A Jedi Saga,? the popular tale of how an impossible design dilemma broke a world.

  • ?Influences,? a challenge to the game development community to pursue art.

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  1. Postmortems
  2. +
  3. Theory of Fun for Game Design 2nd Edition

De som köpt den här boken har ofta också köpt Theory of Fun for Game Design 2nd Edition av Raph Koster (häftad).

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  • "... vital reading for anyone with an interest in knowing how games of any sort come about." - Hardcore Gamer (hardcoregamer.com)



Övrig information

Raph Koster is a veteran game designer who has been professionally credited in almost every area of the game industry. He's been the lead designer and director of massive titles such as Ultima Online and Star Wars Galaxies; a venture-backed entrepreneur heading his own studio; and he's contributed design work, writing, art, soundtrack music, and programming to many more titles ranging from Facebook games to single-player games for handheld consoles. Koster is widely recognized as one of the world's top thinkers about game design, and is an in-demand speaker at conferences all over the world. His book A Theory of Fun for Game Design is one of the undisputed classics in the games field and was recently revised for a 10th anniversary edition. In 2012, he was named an Online Game Legend at the Game Developers Conference Online. Visit his blog at www.raphkoster.com.

Innehållsförteckning

foreword

dedication

introduction

early days

in peru

una carrera

my first game

muds

what is a mud?

what is a diku?

announcing legendmud

a brief history of legendmud

legendmud

scripting languages in diku muds

legendmud scripting examples

beowulf

1950s and what a mud could be

moods

afk chat

living with playerkilling

fumbling around with bad behavior

an open forum on the future of legendmud

new immortal structure

player code of conduct

immort code of conduct

mud influence

leaving legend

alright guys!

ultima online

ultima online is fifteen

random uo anecdote

origin culture

the technology stack

"sharding" came from uo?

the ultima online resource system

part 1

part 2

part 3

how uo rares were born

use-based systems

the evolution of uo’s economy

selling virtual property for real world money

random uo anecdote #2

notes on "making of uo" articles

the uo essays

a story about a tree

revisiting the garden of remembrance

what rough beast?

who are these people anyway?

so let’s get practical

the man behind the curtain

a community cookbook

a brief history of murder

the safe world

storytelling in the online space

two models for narrative worlds

why don't our npcs?

is it a game or is it a world?

is the future in smaller muds?

postmortem

uo's influence

the end of the world

privateer online

star settlers

privateer online

star wars galaxies

comments from the team letter

scifi mmps: lessons learned

talking to the players

swg design process

mmo design and satisfying a diverse playerbase

what is the game about?

balance and more

a philosophical statement on playerkilling

socialization and convenience

astromech stats: economy stats

forcing interaction

dynamic pois

the arts in mmos

hairdressing!

treating players like numbers

do auction houses suck?

jared diamond applied to virtual worlds

should we pursue balance?

mailbag: action combat

the swg postmortem series

temporary enemy flagging

a jedi saga

swg's dynamic world

designing a living society in swg

the social glue

did star wars galaxies fail?

the nge and community building

swg is shutting down

the end of a galaxy

transitions

hoowah! player memorabilia

speech at syndcon 2010

andean bird

a vague game idea

pking duck

vague game less vague

andean bird

influences

metaplace

metaplace

a metahistory

original metaplace one-sheets

where did the metaplace idea come from?

reinve...