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Hardcover Massively Multiplayer Game Development 2 Book

ISBN: 1584503904

ISBN13: 9781584503903

Massively Multiplayer Game Development 2

As the MMP game market continues to grow, new challenges and technology hurdles constantly emerge, and the demand for practical solutions increases. This description may be from another edition of this product.

Recommended

Format: Hardcover

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Customer Reviews

5 ratings

Told me what I wanted

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. As a games programmer I wanted to branch out into a MMG and this book was one of 4 that taught me everything I wanted to know. This book is split into 3 main sections; each section has several chapters about differant aspects of the MMP's. If you have any interest in MMP games you cannot help but to find most chapters helpful. I will admit that some chapters bored me and I skipped them, but the amount of helpful chapters there were more than made up for it. Each chapter has been written by a differant person and quick searches on google makes you realise that these people really do know their particular areas of expertise. James

Massively Useful Book

To the game developer, the theory behind MMOGs can be a mystery. Often it is hit-and-miss and many developers can and do get it wrong. Great games can turn to dust because designers made critical mistakes. 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.

Great book for game developers

Designing and developing massively multiplayer (MMP) games are very difficult endeavors that often require large teams and time/money investments. This book provides useful knowledge that can help identify and avoid potential development pitfalls. 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.

good overview and nice detail information

This book offers a very nice overview for multiplayer game developers. It is split in three parts: First part has about 10 articles answering the question, what people play multiplayer and how to bind them. Second part contains about 15 articles about the technical aspects such as how to reduce message transfer with thousands of players to 1-2kB per second. The third part describes how marketing can be done. Very nice book ! The only thing is that there is no red line between the articles, since every article was written by independent author.

Heavy Hitters Write about Game Development

Game development has become a big if not major part of today's programming environment. And the big massively multiplayer games (MMG) represent the peak of game development software. Finally, the authors of the articles in this book are people actively engaged at the leading edge of programming MMGs, they're the heavy hitters of the MMG world. Here is what it's really like, here is the depth of skill it takes to build one of these games. 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.
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