- STAFF PICKS
- GIFTS + GIFT CARDS
- SELL BOOKS
- FIND A STORE
This item may be
Check for Availability
Other titles in the Charles River Media Game Development series:
Online Game Interactivity Theory with CDROM (Advances in Computer Graphics Hardware)
Synopses & Reviews
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.
Book News Annotation:
Addresses the conceptual aspects of designing multi-player online games, and suggests some tools and strategies for improving designer workflow. Written for programmers experienced with single-player games, the book identifies issues to consider during the planning phase, examines the characteristics of player to computer, player to player, and computer to player interactivity, and offers some ideas for managing gaming communities and friendly competition. The CD- ROM contains demonstration versions of 20 applications and plug-ins. Annotation (c)2003 Book News, Inc., Portland, OR (booknews.com)
Interactivity is one of the key elements that truly distinguishes a game, but designing effective, realistic interactivity can be a challenge for even the most experienced game developer. This is especially true when designing multiplayer online games, so it is critical that developers have a solid understanding of interactivity. Online Game Interactivity Theory addresses the various design and interactivity issues involved in multiplayer games by defining interactivity on three different levels; player to player, player to game, and player to computer. By understanding these different types of interactivity, developers can identify the factors that affect each, and learn which techniques and methods to use in their own game designs. For developers concerned with the quality of interactivity in their games, this is an insightful, practical resource.
About the Author
Markus Friedl is an experienced game designer who worked on "Fighting Legends Online." He received his masters in Communications and Media DesignandTechniques in Austria and worked with the developer, neo Software Productions. He is also a contributor to Game Design Perspectives.
Table of Contents
Part I Forethought and Planning 1 Learning and Inspiration 2 Anthropology and Playology 3 Perspective and Understanding 4 Analysis and Categorization 5 Conceptualizing Interactivity Part II Implementation 69 6 Player-to-Computer Interactivity 7 Player-to-Player Interactivity 8 Player-to-Game Interactivity 9 Designing the Game Character 10 Community Design 11 Conflict and Competition 12 Designing with Technical Limitations Part III Additional Tools and Techniques 287 13 Prototyping 14 Playtesting and Beta Versions 15 Massively Multiplayer Games and Middleware Part IV Interviews and Opinions 353 16 Shop Talk: Meeting of the Minds Appendices
What Our Readers Are Saying