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Online Games Resource Guide
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Distributing Object State for Networked Games Using Object Views by Rick Lambright As game developers, we are continuously challenged to create richer and richer game worlds. Whether we are developing a 16-player multiplayer game, or a 10,000-player persistent world, making richer game worlds efficiently means we must be increasingly intelligent about how we distribute the everchanging state of our game objects. This problem is further complicated by the diversity of the network connection characteristics of each player. This feature describes a technique for managing the distribution of object state using an encapsulation mechanism called an object view. Object views provide a means for managing the distribution of object state on a perobject basis that is flexible and transparent to the game object. In order to describe what they are and how they are used, we’ll also peer into the workings of a distributed object system designed for multiplayer games.

Implementing Stories in Massively Multiplayer Games by Chris Klug If the players will create their own drama, why bother trying to tell stories in massivley multiplayer games? Why not just make a sandbox and let people play? You're already telling a story, whether you meant to or not. Every single thing you do when you create a game, from the look of the interface to the colors of the spaceships to the way the avatars move to the amount of grass you put on the ground tells a story.

Of Internet Servers and SQL Databases: Designing the Backend for Power and Performance by Pete Hallenberg As online games proliferate, a growing number of Internet servers are being created and deployed by game developers. These servers must deal with massive quantities of data generated by the games that connect to them. Off-the-shelf SQL database software seems like the ideal way to handle all this data, but which RDBMS system is right for your project, how will it impact server performance, and how should the data be structured and used? This feature will answer these questions and many others. It is intended to give programmers a clear and practical understanding of the things databases do well and the things they do horribly. Using a database without this knowledge is a virtual guarantee of lousy server performance. Topics include server architecture, ODBC vs. proprietary connection APIs, keeping the query optimizer from killing you, and everything you never wanted to know about designing tables, indexes, and stored procedures to make your servers fly.

Creating Effective Groups and Group Roles in MMP Games by Mike Sellers Massively multiplayer games are built on a social foundation. They differ from other games in that they encourage people to do fun things as part of a group, and to keep up their group ties over months and years. These games lure players in with visions of heroic battles and individual character advancement, but ultimately succeed when they provide meaningful, interdependent roles for people to play as part of a group. In this article, This feature provides some design principles to follow based on how current MMP games are encouraging (or not) players to be part of groups within and around the game, with an emphasis on temporary and permanent groups, designed and emergent roles within groups, and where this might lead in the future.

The Music of Anarchy Online: Creating Music for MMOGs by Bjørn Arve Lagim In any game, it is important to know what the goal of the music is, and how it should interact with the player. For Anarchy Online, we wanted a musical tapestry to compliment the beautiful graphics, and we wanted music that would last beyond the first few hours of playing. We wanted the music to change according to the location and actions of the player, and we wanted CD-quality music. The most obvious challenge was to create music that wouldn't get repetitive or irritating to the player. AO has potentially thousands of hours of playing time, and this meant that we had to come up with a method of both presenting the music and composing the music that would be suitable for many hours of exposure.



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