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Developing Online Games

peterwayner writes "If you're a bit tired of programming books, API descriptions, tables of keywords, and arguments about which data structure is buzzword compliant, super-mega-efficient and intuitively easy to grasp, turn to Developing Online Games , a book that seems to have very little interest in many of the traditional challenges for programmers. The authors spend four lines discussing the best computer language for the job (C/C++), conclude that objects give "far more flexibility in design" and then move on to fun questions like how to make a online game compelling for achievers, socializers, killers and explorers. This book is a wonderful psychoanalysis of the gamer's mind and it should be the first and last book read by game developers about to start a quest to capture the hearts, minds and subscription fees of people on the Internet." Read on for the rest of Peter's review. Developing Online Games author Jessica Mulligan and Bridgette Patrovsky pages 495 publisher New Riders rating 8 reviewer Peter Wayner ISBN 1592730000 summary The Sociology of building online games.

The book's strength lies in the deep experience of the authors and the efficient, occasionally gimlet-eyed voice they use to analyze their collective addiction. Jessica Mulligan's bio lists work on more than 50 online games like Ultima Online, while Bridgette Patrovsky's includes time building games for Electronic Arts, Sony and Interplay Online Services. If you believe that Online games are the latest thing, Mulligan would like you to know that you're wrong. She wrote a column celebrating the 30th birthday of the Online game in 1999. Rick Blomme wrote Spacewar back in 1969 and Dave Arneson started an RPG named Blackmoor in 1970 or 1971. It was so long ago, he can't be quite sure.

All of this experience weighs a bit heavily on the authors. The book is more of a core dump than a logical progression and that means we hear bitter echoes of the past. One section is entitled "Yes, it really will take 2-3 years to complete" and another is called "No, More Programmers Won't Make it Go Faster." These sections don't add much to the usual literature about herding cats, but they do offer a strong reminder that this isn't a task for slackers who never could get around to forming that garage band.

The better parts are aimed at the design of the games themselves. While game players are slaying monsters or saving Princesses, game designers are questing after a full Player Satisfaction Matrix. Good games sate the player's need for socialization, accomplishment, discovery and conflict as they journey from the state of confusion (0-1 month), on to excitement (2-4 months), glide through the state of involvement (5-48+ months) before landing in boredom (until VH1 starts making "Behind the Game" documentaries). The trick to good design is making sure that there's plenty to feed the player's involvement.

For instance, you may be driven to create a new persistent world that emphasizes socialization because you're tired of all that death. The authors gamed that scenario and decided that "killers do have a positive role to play from the point of view of the socializers." Good can't exist without evil acting as a contrast and besides, players can usually find some other passive/aggressive technique for stabbing each other in the back even if knife objects aren't instantiated.

The authors tend to view the online realms as ecosystems. If you want to "increase the number of achievers," then the authors advise that you "reduce the number of killers, but not too much" while maybe "increas[ing] the number of explorers." I suspect that these recommendations are to be taken with a grain of salt, but they do reflect the observations of people who've spent a long time managing these games. I'm even tempted to develop my own Sim Sim that lets you simulate the process of crafting a simulation.

Ultimately it's hard for the authors to offer much more than these recipes and matrices. The details about the management, the strategies for stopping cheaters, and the intricacies of player relations are essential parts of the journey, but those are only half of the battle. Making the characters sing and the world come to life is a job for the artist.

This book is like many of the simple guides for writing a screenplay. They talk about arcs, hinge points and beats, but end up counseling that the screenwriter should aim to make each of these "good," This book can't tell you how to make your characters "good," but it can give you much insight into how others have done it before.

You can purchase Developing Online Games from bn.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page.

6 of 229 comments (clear)

  1. Could be an intersting read..... by unclethursday · · Score: 5, Insightful
    But, I think the main thing any online game really needs to do is work on optimization of network code. And for both dial-up and broadband.

    Sure, the majority of broadband adoptors, in the home, are online gamers, but broadband saturation is still very low; and the availability, coupled with the price will probably keep it low for a while. I know people in Canada who pay between $25-$30 US per month, and get better speeds with their broadband than I get paying $55 US a month for mine.

    Online games need to be optimized, no matter what connection the programmers would prefer. There's still plenty of lag on broadband when playing games, and a lot of it has to do with unoptimized code (which normally is fixed later down the road via patches on the PC).

    Uncle Thursday
    ---In Soviet Russia, I might have gotten the first psot.---

    1. Re:Could be an intersting read..... by glenrm · · Score: 5, Funny

      Stop right there mister! This kind of talk could lead to a technical disscussion that has merits! Better to talk about "design issues", EULAs, and other stuff that everybody understands, too much code or science talk will just confuse the important "design issues"!

    2. Re:Could be an intersting read..... by johny_qst · · Score: 5, Insightful

      Network optimized code is an important element of game design, but surely you can't mean it's importance outweighs the quality of the story being told through the narrative of your actions in the game?

      --
      Fnord.sig
  2. Game players and the Game players Mind by Anonymous Coward · · Score: 5, Funny

    I never actually played Everquest. I just read the Cliffs Notes, and talked about it in chatrooms.

  3. Already done.. by Anonvmous+Coward · · Score: 5, Funny

    "...and then move on to fun questions like how to make a online game compelling for achievers, socializers, killers and explorers."

    It's called Grand Theft Auto 3. Now if they'd only make it massively multiplayer on-line, then the holy grail will have been achieved!

  4. Great place to learn game programming by 0x00000dcc · · Score: 5, Informative
    I learned most of what I know from a web site. Of course this gets back to the whole learn via book versus learn via google searches saga, but I think there's a wealth of info on this site.

    I know, I know you can't learn everything from there and you should pick up a book after a while, but nonetheless a great place to start.

    --

    -- (Score:i, Imaginary)