Post by leunas on Oct 10, 2006 15:44:30 GMT -5
Developing Online Games: An Insider’s Guide, by Jessica Mulligan and Bridgette Petrovsky
This isn’t a book about designing online games or even developing them, but about planning to develop them: putting the necessary corporate structures in place to construct, launch, and manage an online game. No programming here: the emphasis is on setting up an ongoing service and building its community of users. Most useful for managers and business development or marketing types.
Designing Virtual Worlds, by Richard Bartle
This is the design book that Developing Online Worlds is not. Bartle was instrumental in creating the first MUD, and this huge (768 pages!) book reveals the depth of his quarter-century of experience on every subject from geography design to the ethics of censorship. Readable, comprehensive, required.
Community Building on the Web: Secret Strategies for Successful Online Communities, by Amy Jo Kim
The technology of web-building may have changed since this book was first published in 2000, but its principles are timeless. Even the fundamental principle that drives behind the much-vaunted “Web 2.0” was already here: empower your members. Despite the stereotypes, gamers are gregarious bunch (at least, online) and building up a happy community of them is one of the best and least expensive ways to promote and support your game. Although Kim’s book is not aimed specifically at the game industry, it offers invaluable lessons.
www.next-gen.biz/index.php?option=com_content&task=view&id=3962&Itemid=2&limit=1&limitstart=4
This isn’t a book about designing online games or even developing them, but about planning to develop them: putting the necessary corporate structures in place to construct, launch, and manage an online game. No programming here: the emphasis is on setting up an ongoing service and building its community of users. Most useful for managers and business development or marketing types.
Designing Virtual Worlds, by Richard Bartle
This is the design book that Developing Online Worlds is not. Bartle was instrumental in creating the first MUD, and this huge (768 pages!) book reveals the depth of his quarter-century of experience on every subject from geography design to the ethics of censorship. Readable, comprehensive, required.
Community Building on the Web: Secret Strategies for Successful Online Communities, by Amy Jo Kim
The technology of web-building may have changed since this book was first published in 2000, but its principles are timeless. Even the fundamental principle that drives behind the much-vaunted “Web 2.0” was already here: empower your members. Despite the stereotypes, gamers are gregarious bunch (at least, online) and building up a happy community of them is one of the best and least expensive ways to promote and support your game. Although Kim’s book is not aimed specifically at the game industry, it offers invaluable lessons.
www.next-gen.biz/index.php?option=com_content&task=view&id=3962&Itemid=2&limit=1&limitstart=4