Become a fan of Slashdot on Facebook

 



Forgot your password?
typodupeerror
×
Books Media Programming Book Reviews Entertainment Games IT Technology

Developing Online Games 240

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.

This discussion has been archived. No new comments can be posted.

Developing Online Games

Comments Filter:
  • by 0x00000dcc ( 614432 ) on Tuesday April 15, 2003 @01:40PM (#5737359) Journal
    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. [gametutorials.com]

    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.

  • Not quite (Score:5, Informative)

    by 0x0d0a ( 568518 ) on Tuesday April 15, 2003 @01:53PM (#5737476) Journal
    I agree that it is very uncommon for women to enjoy violent games, but I do remember one Quake goddess from high school...

    Also, there may be more flux among likes. TV tended to homogenize interests -- you watch one show that's in line with your interests, and it becomes very easy to also try another show that isn't quite as much as it, and eventually, you watch a pretty broad range.

    If someone tries a MMORPG, it may be easier for them to play similar games.
  • by Drey ( 1420 ) on Tuesday April 15, 2003 @02:02PM (#5737544) Homepage
    If anyone cares to read the original article discussing the types of MUD players (which does translate to other online games), Richard Bartle's paper "Players Who Suit MUDs" can be read here:

    http://www.mud.co.uk/richard/hcds.htm [mud.co.uk]

    This is the source of "reduce killers to increase achievers" and such. I haven't had the chance to see this book yet to verify if they give him the proper credit for his research, however.

  • Dave Arneson (Score:5, Informative)

    by anonymous loser ( 58627 ) on Tuesday April 15, 2003 @02:07PM (#5737592)
    Dave Arneson started an RPG named Blackmoor in 1970 or 1971. It was so long ago, he can't be quite sure.

    Talk about an understatement. This guy is one of the founding fathers of the RPG, who co-created D&D with Gary Gygax. Here's a good article [cgonline.com] detailing a little more about exactly what his role was in the development of the RPG.

  • Re:The Slashdot Game (Score:2, Informative)

    by Drey ( 1420 ) on Tuesday April 15, 2003 @02:11PM (#5737614) Homepage
    I realize you're joking but....

    Many people redefine "killers" to be any person who engages in grief play. In MUDs and other MUD-like games, these are usually people who indulge in player-killing for the sheer sport of being annoying. Other ways to grief play include destroying or hording items needed to complete quests, spamming communication channels with gibberish or swearing, etc. It's pretty clear that the /. trolls you mention are grief players who can mostly be lumped into the killer category.

    For the individual who truly wants to see Natalie Portman petrified and covered with hot grits, they're a "dark socializer" as they want to talk about their obsession and no one around them wants to hear it.

  • by alansz ( 142137 ) on Tuesday April 15, 2003 @03:23PM (#5738266) Homepage
    For what I think is the source of the fourfold player type thing (explore, socialize, kill, achieve), see this 1996 article by Richard Bartle [brandeis.edu], a mud pioneer.
  • by Anonymous Coward on Tuesday April 15, 2003 @04:28PM (#5738814)
    I'm amazed at the number of comments here that assume the book is about programming games. It may come as a suprise to you, but real game development teams have 30+ people who specialise in different areas of development. Given the title of the book and it's contents, it seems as though this book is aimed at game designers - not programmers.

    When a game is small, sure, the same person might be wearing different hats - only then should a programmer be worrying intensely about game design. With larger teams programmers tend to concentrate on the technical details, working with the designers to accomodate the visions of the project. Meanwhile the designers concentrate on the design and layout of the game, while working with the programmers to make sure that it's technically possible and is implemented smoothly. It's only with this division of tasks that anyone can really focus and hone their skills.
  • by GlassHeart ( 579618 ) on Tuesday April 15, 2003 @05:13PM (#5739190) Journal
    it's basicly the same syntax. If you understand C++ [...], you're going to grok C

    The context in which "C/C++" appears most often is a job ad, where it is in fact crucial whether you find yourself a C expert, a C++ expert, or an expert in both. In fact, even an experienced embedded systems C++ programmer may be unfamiliar with exceptions and templates, which are generally only usable on higher powered machines.

    A person who doesn't make a distinction in this case is not likely to hire the best person for the job.

    C++ compilers understand C code.

    No, they don't. C doesn't require an explicit cast to convert any pointer to a void *, and vice versa. C++ does. What you have is a compiler with two modes, only one of which can be active for one source file. Try this if you don't believe me:

    char *a = new char; /* correct C++ */
    char *b = malloc(1); /* correct C */
    You will get a compile error on one line or the other.

    Some versions of C++ preprocess the code into C

    Irrelevant. Many languages are "pre-processed" into assembly before it turns into object code.

    The modules link together without any changes.

    Even less relevant on two separate fronts. One, ever heard of name mangling? C++ needs to be specially written (as opposed to linking with just other C++ code) to link with C, and instance methods are not even callable from C. Two, many other languages are designed to link with C. So what?

UNIX was not designed to stop you from doing stupid things, because that would also stop you from doing clever things. -- Doug Gwyn

Working...