Book description
This is an astonishing collection of ideas, information, and instruction from one of the true pioneers of Massively-Multiplayer Online Role-Playing Games. MMOs from the Inside Out: The History, Design, Fun, and Art of Massively-Multiplayer Role-playing Games speaks to the designers and players of MMOs, taking it as axiomatic that such games are inspirational and boundless forces for good. The aim of this book is to enthuse an up-coming generation of designers, to inspire and educate players and designers-to-be, and to reinvigorate those already working in the field who might be wondering if it’s still all worthwhile.
Playing MMOs is about fun, immersion, and identity. Creating MMOs is about imagination, expression, and art. MMOs are so packed with potential that today's examples are little more than small, pioneering colonies on the shore of a vast, uncharted continent. What wonders wait beyond the horizon? What treasures will explorers bring back to amaze us? MMOs from the Inside Out is for people with a spark of creativity: it pours gasoline on that spark.
It:
Table of contents
- Cover
- Title
- Copyright
- Dedication
- Contents
- About the Author
- Acknowledgments
- Introduction
-
Chapter1 : On History
- CompSoc
- Did You Know?
- Players and Playing
- Dr. Toddystone
- The Lord of the Rings
- MUD
- Virtual Whats?
- High and Low
- Only?
- Dungeons & Dragons
- ADVENT
- Did You Know?
- 1978
- All Programs
- Criteria
- Why “World”?
- Dinos
- Versions
- Exactly When?
- Lines of Code
- The First Age—1978 to 1985
- Great Interfaces of Our Time—Text
- Memories of Memory
- Wizzes
- Did You Know?
- AAA
- ADVENT and MUD
- XP
- Open Shop
- ARPA
- Sceptre of Goth
- Choosing a Genre
- 2011
- PIGG
- Island of Kesmai
- What Isn’t a Virtual World?
- Did You Know?
- Dr. Toddystone
- The Second Age—1985 to 1989
- MUDTXT.MAS
- The Lessons of Dr. Toddystone
- Avatar
- AberMUD
- ROCK, MIST, BLUD, and UNI
- MUA
- And the Winner Is...
- Adventure ’89
- Three Girls
- Anarchy
- Decus et Tutanem
- LOL
- Alice
- 1985 Wish List
- The Third Age—1989 to 1995
- The Origins of MUDDLE
- Dorothy
- Narrow Road Between Lands
- Pairs Game
- MicroMUD
- The Great Schism
- DikuMUD
- MUDDL to MUDDLE
- Lost Worlds
- The Flowering
- MMO DSL
- Four Uses
- Stock MUD Syndrome
- Genres and Settings
- Pairs Game—the Answers
- Threading
- Genre Example 1
- The Fourth Age—1995 to 1997
- Wendy
- Great Interfaces of Our Time—Text with Fixed Graphics
- Originality
- PvP v PvE
- Client/Server
- ADVENT Coda
- Genre Example 2
- Tanks
- Berserkers
- Great Interfaces of Our Time—Graphics Made of Text
- Designing Is Fun
- Genre Example 3
- The Tragedy of Geography
- Adding Coffee to Tea
- Creating Realities
- Great Interfaces of Our Time—Tile-Based Graphics
- Genre X
- The Old Times
- Did You Know?
- Permadeath
- MUD’s Setting
- Cut from the Same Cloth
- Great Interfaces of Our Time—2D Profile
- The Fifth Age—1997 to 2012
- Ultima Online
- D&D and MMOs
- Why Fantasy?
- Paradigm Consolidation
- Great Interfaces of Our Time—2D Isometric
- Legend
- Rank and File
- D&D Differences
- Six Months of Effort
- Mouse Mat
- Why Fantasy
- When Today Was the Future
- Great Interfaces of Our Time—2½D
- MUD’s Combat System
- Beautiful Architecture
- Lifespans
- Did You Know?
- Evolutionary Arguments
- Great Interfaces of Our Time—3D
- Question Me
- EverQuest
- Dingday
- Twink
- Recovering from Death
- The Lion, the Corpse, and the Scratched Box
- MUD and Social Networks
- Why MMO?
- Public Quests
- Peer to Peer
- Why Tolkien?
- Different Attitudes
- Sworn Statement
- Tolkien and MUD
- Whence the Trinity?
- Low Levels
- Second Life
- High = Low x 1.05
- Big N Worlds
- Dimensions of Inheritance
- The Elder Game
- Why MMO
- Half a Million Players
- Bandwidth
- Limbo
- If the Elder Game Is So Good...
- Grinding
- The Indie Spirit
- Two Unknowns
- Making the Impossible Possible
- Zerging
- Tibia
- Victorious Factions
- Sixteen Permutations
- Alice, Dorothy, and Wendy
- Silent Movies
- Reboot
- Evolution of the Trinity
- General Ignorance
- The Sixth Age—2012 to Present
- Chain Mail
- Droppable Objects
- Importance
- Many-Tentacled Beast
- Quiz Quests
- Timelines and Pedigrees
- Looking the Same in the Dark
- MMO Print Magazines
- A Brief History
- Trickle-Down
- 30 Up
- PLATO Revisionism
- Trickle-Down Problems
- Sceptre of Goth Alumni
- Avast, Tharr, ye Avatars!
- Ever Forward
- BOA Constriction
- Prompt Response
- Elder Game Emptiness
- Indie Development Costs
- Type Systems
- What You Need to Know to Write an MMO (1978)
- Company Organization
- Setting Up a Wargames Campaign
- Gameaholics
- Oh, for a Toolkit
- The Development Process
- Change <player>
- What You Need to Know to Write an MMO (Today)
- Trains to the Wilderness
- “I Want To Be a Lead Designer”
- What You Need to Know to Write an MMO (Tomorrow)
- Floral Spaghetti Strap Dress
- DAMN YOU
- What You Need to Know About What You Needed to Know to Write an MMO (1978)
- DIY Options
- Alice and Dorothy Play Together
- “I Want To Be a Level Designer”
- “I Want To Be a Lead Programmer”
- Plodding
- Back from the Mists of Time
- Wow!
- Criteria for a Name
- What’s in a Name?
- “I Want To Be a Lead Artist”
- “I Want To Be a CS Lead”
- Engines of Creation
- Benefits of a Federation
- Falling Proud
- Reading Matter
- As You Are Now, So Once Was I
- “I Want To Be a QA Lead”
- The Personality of a World
- “I Want To Be a Producer”
- Design by Committee
-
Chapter2 : On Design
- Four of Clubs?
- Games, Education
- Most Useful
- No Gophers
- Why Designers?
- Because People Ask
- Vision versus Look and Feel
- Zimmerman’s Game
- Designing to Context
- What Designers Design
- Scunthorpe
- Training and Education
- Respecs
- Procedural or Declarative?
- Rules and Instantiations
- Everyone’s a Designer
- Amazing
- Resets
- The Magic Circle
- Do You Know This Game?
- Games You Can’t Win
- In Defense of Suits
- Two Games
- The Cluedo Example
- Universal Flawed Design
- Early Lesson
- You Do Know This Game
- Mechanics
- Generated or Created
- What Are the Rules?
- Whatever
- Kinds of Rules
- Bubbles and Sandcastles
- Design and Prediction
- An Important Distinction
- Kinds of Rules and MMOs
- Egor
- Crossing a Line
- Context and Mechanics
- World of Wiicraft
- The Magic Circle and MMOs
- Plutarch
- Reskinning
- Games Studies, Game Design
- PK
- Ways to Think About Play
- Self-Belief
- Toweritis
- Lost Cities
- The Players’ View
- Reskinning and Perception
- Studying Games Studies
- Monolithic Worlds
- Fun
- On Analyzing Gameplay
- Content with Content Creation
- Rhetoric: Play as Progress
- NPC
- Interactivity
- Are MMOs Games?
- What’s a Game?
- Playfulness
- Glory
- Tools for the Job
- Is it a Game?
- Accepting Bounds
- Plutarch for Newbies
- Diverse Games
- Rhetoric: Play as Fate
- In Practice
- Opposites Reflect
- Dimensions of Change
- Are Virtual Worlds Games?
- Emergence
- That Question
- Conditions
- Interaction
- Designed Parameters
- Dimensions of Change Example
- Tokens, Rules, Features, and Gameplay
- The Sad Truth About UCC
- Emerging from the Dark
- Besikovitch’s Game
- Organic Design
- Spotting a Designer
- Speedboats and Cruise Ships
- Predicting the Unpredictable
- Inorganic Design
- The Sleeper
- Why Detail Matters
- Idea Ideas
- Ripping Off Game Ideas
- From Tokens to Gameplay
- TheSolo Dungeon
- Changes to Games
- Dead-End Evolution
- Massively Small
- Licenses
- Toy Games
- A Wise Designer
- 60 Seconds of Gameplay
- Macho Women with Guns
- Rhetoric: Play as Power
- Balance
- Ralph Vaughan Williams
- Fixed Values
- 60 Seconds of Spunky Princess
- Anti-Design
- Classifying MMOs
- Busy-Body Bosses
- Reading Up
- Caps
- And Another Thing
- Purge World
- Degree of Persistence
- Indian Lottery
- Levels of Functionality
- Biennial Wipe
- Player Impact
- Humor in MMOs
- Levels of Data Definition
- Beyond the Holodeck
- Conceptual versus Euclidian
- Inheritance
- Agents
- Cooler
- Production
- Stealth
- Text and Nodes
- Boring Production
- Art and Education
- How Some People Are
- Chain Mail Bikini
- Area Map
- Not So Massively Multiplayer
- World and Content
- Levels of Responsibility
- Single Inheritance
- The Morgan Bible
- Games and Education: a Rant
- Fault Lines
- Basic Model of Production
- Something Going Around
- Multiple Inheritance
- Bad Chef Analogy
- What Players Want
- Area Map
- Persistent Irritation
- Impact versus Persistence
- Interesting NPC Activities
- Graphics and Grids
- A Crocodile, a Tiger, and an Elephant
- A Little About a Lot
- MMOs and Education
- Content Discontent
- The Image of the City
- Another Coincidence
- Graphics and Polygons
- Mobs and Bots
- Methods
- Load Balancing
- The Palestine Liberation Organization
- Cognitive Maps
- Novelists and Programmers
- Just Not Me
- World Wide Web of Worlds
- Antiquated Laws
- Open and Closed
- Classes of Actions
- Listening to Players
- MMO Database Use
- Areas, Regions, and Zones
- Freeform Creation
- Victorians
- Socialist Quiz
- UCC Issues
- Bad Luck?
- Instantiations, Servers, Shards
- Clone World
- Creature Feep
- Rhetoric: Play as Identity
- Localization
- UGC Issues
- Programming Language Choice
- Dupe Bugs
- Easy Target
- Rewarding Risk
- MMO Data Flow
- Design Failure
- A Player’s Understanding
- Rhetoric: Play as the Imaginary
- Design Decision
- Socialist Quiz Continued
- Rhetoric: Play as the Self
- Retreads
- Consider This
- 1 in 10
- Socialist Quiz—Coda
- To Be an Elf
- Mind and Senses
- Art and Computer Games
- Virtual Architecture
- Latency and Lag
- Rhetoric: Play as the Frivolous
-
Chapter3 : On Fun
- Immersion
- Don’t Mind if I Do
- Newbie
- Hacker Culture
- Pseudonymity
- What is Fun?
- Portable Characters
- Game for a Survey
- Games as Story
- Mysterious but Unmistakably Powerful
- What isn’t Fun
- Training Skills
- Recipient
- Book Review: A Theory of Fun for Game Design
- Laughing Heartily
- Immersion Terminology
- Toon Time
- Ludology
- No-Win Situation
- May Day
- Go Grok Yourself
- Engrossed vs. Immersed
- Presence
- On your Second Read
- Olton Hall
- Inter-World Trust
- Narratology
- You’re Only Supposed to …
- Floyd
- Vicariousness
- Improving Players
- Real Life API—Educate
- Games & Learning
- Flow
- Seamlessness
- Two Definitions of Immersion
- Elementary
- Too Immersive?
- Griefing
- Dynamic Difficulty Adjustment
- Spider Lore
- Playing for Kicks
- Achievers
- System Immersion
- Ludology versus Narratology
- Pepper
- Portable Characters Again
- A Narrative Experience
- The Game Allows it
- Presence in Context
- Persuasion
- Unfanboied
- Unfun?
- No Fun?
- Reductio ad Absurdum
- Too Real
- Two Sides of the Same Coin
- Third Places
- Reasons to Design
- Anniversary Achievers
- Design Flaw
- Double Presence
- Double Flow
- Story
- Norms as Rules
- Core Belief
- Levels of Immersion
- Advergaming
- Preference
- Unrealistic Worlds
- Story as History
- Pulling Up the Ladder
- Player IDs
- Intention in Griefing
- Not Present, Not Correct
- Interference
- Unrealistic
- Morbid Griefing
- A Bit of a Gamble
- Explorers
- Story Structure
- What are the Odds?
- Collusion in Banality
- 3 Acts
- Non-MMO Immersion
- Another World
- Story as Narrative
- Letter from the Future
- NPCs with Personality
- Realistic Worlds
- Socializers
- Cognitive Dissonance
- Killers
- In Defense of Psychologists
- Floyd, RIP
- Adaptive AI
- Innovate!
- Story as Backstory
- Wood, Trees, Trees, Wood
- The Charging Moose
- Seal of Evil
- Anniversary Killers
- The Meaning of Realistic
- Cover as Code
- Gaming AI
- Narrative Art
- Too Much Magic
- Ask Dr Psycho
- Feelings
- Undermining Achievement
- Jaina Proudmoore, Giantess
- Other Story
- Always a Pawn
- Narrative Arcs
- Place as Serendipity
- MMOs as Virtual Worlds
- Cognitive Dissonance in MMOs
- Verisimilitude
- Story Machines #1
- Unpredictable Interactions
- Anatomy of a Rift Quest
- Why Realistic?
- False Choices
- Why Unrealistic?
- Story Machines #2
- The Hamzanama
- Personal Arcs
- Artemis & Actaeon
- Unrealistic Reality
- Multiple Narratives
- Story Machines #3
- Don’t Mix Them Up
- Player Types
- Unrealistic Physics
- Story Summary
- Dextrus
- Are MMOs
- Rail Games
- Level Design
- Achiever, Explorer, Socializer, Killer
- Elsinor
- MMOs Are
- Complete
- Plot Creation
- Penguins
- Kisho¯tenketsu Question
- Not Getting Player Types
- Breadth and Depth
- Two Questions, One Answer
- Balance and Overbalance
- In or On?
- Mirror Neurons
- Categorization
- Tank Types
- Effect and Affect
- Where Have All the Hackers Gone?
- Killer or Achiever?
- Elitism
- Tank Types (Better)
- Player—that’s Player—Types
- Partitions
- Player Type Dynamics
- Programmers’ Self-Image
- VoIP
- Beyond MMOs
- What Determines a Player’s Type?
- The Proteus Effect
- What Programmers Want
- Kisho¯tenketsu Answer
- Fishing
- The Soul of a Game
- The Uncanny Valley
- The King’s Opinion
- Design by Referendum
- Why Achiever-Only MMOs Don’t Work
- Point of View
- Feedback Loop
- The Designer’s Lot
- Parasocial Relationships
- More Why
- Faults in the Player Types model
- Different Views
- Losing
- Drift
- Mechanical
- Noble Content
- SkySaga
- Texts
- Alter Ego
- Right Rewards
- In the Bag
- Baby Learns to Walk
- Evil Characters
- In-World IP
- Rocks
- Alternate Character Models
- Inappropriate Armor
- Deathtraps and Giveaways
- Features from Mechanics
- Go, GoPets!
- Really Evil Characters
- Adult Learns to Drive
- A New Dimension
- Splitting Killers
- Splitting Socializers
- Splitting Achievers
- Splitting Explorers
- Player Types Revisited
- Not Seeing Yourself as Others See You
- 8 Player Types
- Automatic Justice Systems
- Drift Revealed
- How Myth Works
- Development Tracks
- Using a Player Types Model
- Myth
- Griefers versus Grievers
- Sound and Vision
- Nondescript
- Will I Go to Hell for playing an Orc?
- The Hero with a Thousand Faces
- Hero’s Journey Phases
- Voice = Bad
- Voice = Good
- MMOs and Religion
- Departure
- Heaven and Hell
- So Female
- So Male
- Reputation Systems
- Initiation
- Split Screen
- Return
- Back End of a Horse
- Abstracting Evil
- Frodo’s Journey
- One Question
- Evil as Evil
- The Hero’s Journey in MMOs
- New Arrivals
- The MMO Player’s Journey
- Master of the Two Worlds
- Violent Changes
- Speak Like an Academic
- The World of Adventure
- One Answer
- Why People Play MMOs
- HiPiHi—Words and Meaning
- Atonement with the Father
- Designeritis
- Gome and Gomen
- ;shrugs
- Oeuvres
- Azax
- Real Life API—SelfActualize
- Failure of Atonement
- So Little Time
- Þe Gome of þe Grene
- Evidence
- Newbie Induction Examples
- Nick Yee’s “Motivations”
- The Player Life-Cycle
- Immersion and Identity
- Induction in Action
- Not Actually Famous
- Beyond the “Hero” Label
- On Missing Types
- Attunement
- Perverse Evolution
- Temporary Visitors
- Say What You See
- Dead Mages
- The Future of Old Ideas
- Text and Voice
- Theory of Immersion
- The Touchstone
- Immersion and Player Types
- The Clue is in the Title
- On Heroes
- Missing Types
- Unsung
- Wanting Immersion
- Hard and Soft Role-Play
- Signifying and Signified
- Hard to Mean Soft
- If Dolphins…
- About Face
- CRASH
- Immersion Strategies
- Factor Analysis
- Mood Systems
- The Intangibility of Role-Play
- Non-Hero Heroes
- Fazed by Phases
- Missing What’s Missing
- The Heroine’s Journey
- Famous Last Words
- Voice Fonts
-
Chapter4 : On Art
- A Rape in Cyberspace
- Just Like Game Design
- Needed Skills
- The Wisdom of Crowds
- My World, Your World
- The Art of Persuasion
- Unconference
- On the Origin of Species
- Corn Dollies
- Assaulting the Citadel
- What Makes a Designer Design?
- Design Philosophy
- Torture
- Kindred Spirits
- We Are Who We Are
- Games You Should Have Played #1
- I Like Living in Houses, Me
- Kasparov vs. the Rest of the World
- 6 Days, 22 Hours, 40 Minutes
- Paradigms
- The Artist
- Letting Creatives Create
- Research Audience
- Flagging
- Symbolism
- Bear With Me on This
- Lost Value
- Nature vs. Nurture
- Why Ask?
- Motivation for Designing
- Off Trade-Offs
- Semiotics
- Why Designers Design
- Players in their Place
- Levels
- Games You Should Have Played #2
- Possible Explanation #1
- Woman as Temptress
- What Games Say
- Promoting Understanding
- Related Aesthetics
- Hill-Climbing
- Winning by Changing
- If You Don’t Like it
- Top Five
- Possible Explanation #2
- Level Down
- The Need for Games Research
- Games You Should Have Played #3
- No Consequences
- Symbolism through Breadth
- Symbolism Through Depth
- Possible Explanation #3
- Art Within Art
- Journey’s End
- Breadth and Depth Limitations
- Designers vs. Developers
- A Rape in Cyberspace or Not?
- Atmosphere
- Peers
- Making Associations
- Aesthetics and Meaning
- The Whole Truth
- Uses of Atmosphere
- Possible Explanation #4
- The Hunter or the Hunted
- Game-Design Mistakes Every Designer Makes #1
- Speaking Through Atmosphere
- Imposition
- Meaning in Games
- Knowing When
- A Critical Aesthetic
- Now that You Mention it
- How to Read an MMO
- By Any Other Name
- Continuing SW:TOR
- From Zero to One
- The Writer’s Journey
- Art as Fun
- The Carpenters
- Eating Your Own Food
- Games You Should Have Played #4
- The Wisdom of Game Designers
- Nesingwary’s Mastery Quests
- Fire in their Bellies
- Characters’ Character
- Crown Film Unit
- Demeaning
- Game Design Mistakes Every Designer Makes #2
- Magazine Reviews
- Society Speaks
- A Somewhat Limited Audience
- The Price of Man and Woman
- May the Force be Without Me
- Player Type Misuses #1
- “Saving Silverlake”
- I Could Be Wrong
- Welcoming Newbies
- Everyone’s a Critic
- Themselves
- Games You Should Have Played #5
- The Heart of a Review
- Player Type Misuses #2
- Old Ideas
- SW:TOR Consular Gear
- Making a Point
- Inversion
- Games You Should Have Played #6
- The MMO Cycle
- All Very Sad
- Mulligan vs. Koster
- Out and About
- Kind of a Newbie
- Uncritical Separation
- Heinrich
- Peace
- Dialectics
- The Burbs
- Honorable Retirement
- Listening to Players
- The Covenant
- Ideal Designers
- 5, 10, 20 Years
- Addiction Problems
- Game Design Mistakes Every Designer Makes #3
- Victory for Art
- Not the Players
- Cahiers
- Best of Intentions
- agoraXchange
- Finding Your Medium
- Experience Losses
- Conceptualization
- Unplanned Consequences
- Frames and Boundaries
- Art Games or Games as Art?
- Games You Should Have Played #7
- Reviews of Designers
- Not a City of Superheroes
- Game Design Mistakes Every Designer Makes #4
- One-Word Answer
- Merely Players
- Never-Ending Art
- The Real is Imaginary
- Game Design Mistakes Every Designer Makes #5
- Miserable Me
- The Studio System
- Dark Room Sex Game
- On Freedom
- Instead?
- Oh, Journalists
- The Joy of Design
- Golden Boys and Girls
- So I Did
- A Breaking Wave
- Rationally
- Designers of Games
- Reflections
- Index
Product information
- Title: MMOS FROM THE INSIDE OUT: THE HISTORY, DESIGN, FUN, AND ART OF MASSIVELY-MULTIPLAYER ONLINE ROLE-PLAYING GAMES
- Author(s):
- Release date: January 2016
- Publisher(s): Apress
- ISBN: 9781484217245
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