Designing Virtual Worlds by Richard Bartle
- Designing Virtual Worlds
- Richard Bartle
- Page: 768
- Format: pdf, ePub, mobi, fb2
- ISBN: 9780131018167
- Publisher: New Riders Games
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<p>Designing Virtual Worlds is the most comprehensive treatment of virtual worlddesign to-date from one of the true pioneers and most sought-after design consultants. It's a tour de force of VW design, stunning in intellectual scope, spanning the literary,economic, sociological, psychological, physical, technological, and ethicalunderpinnings of design, while providing the reader with a deep, well-grounded understanding of VW design principles. It covers everything from MUDs to MOOs to MMORPGs, from text-based to graphical VWs.</P> <p>Designing Virtual Worlds brings a rich, well-developed approach to the designconcepts behind virtual worlds. It is grounded in the earliest approaches to such designs, but the examples discussed in the book run the gamut from the earliest MUDs to the present-day MMORPG games mentioned above. It teaches the reader the actual, underlying design principles that many designers do not understand when they borrow or build from previous games. There is no other design book on the market in the area of online games and virtual worlds that provides the rich detail, historical context, and conceptual depth ofDesigning Virtual Worlds.</P></p> <p> From the Back Cover</p> <p>Designing Virtual Worlds is the most comprehensive treatment of virtual worlddesign to-date from one of the true pioneers and most sought-after design consultants. It's a tour de force of VW design, stunning in intellectual scope, spanning the literary,economic, sociological, psychological, physical, technological, and ethicalunderpinnings of design, while providing the reader with a deep, well-grounded understanding of VW design principles. It covers everything from MUDs to MOOs to MMORPGs, from text-based to graphical VWs. <p>Designing Virtual Worlds brings a rich, well-developed approach to the designconcepts behind virtual worlds. It is grounded in the earliest approaches to such designs, but the examples discussed in the book run the gamut from the earliest MUDs to the present-day MMORPG games mentioned above. It teaches the reader the actual, underlying design principles that many designers do not understand when they borrow or build from previous games. There is no other design book on the market in the area of online games and virtual worlds that provides the rich detail, historical context, and conceptual depth ofDesigning Virtual Worlds. </p>
5 reasons virtual worlds died - Iterating Fun - Simon Newstead
Edit: HN discussion on this post here. Lately I've been designing a couple new games and got me thinking back to virtual worlds. Remember
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0131018167 - Designing Virtual Worlds - Designing Virtual Worlds is the most comprehensive treatment of virtual world design to-date from
The Future of Research in Computer Games and Virtual Worlds The
The Center for Computer Games and Virtual Worlds (CGVW) at UC Irvine designing methods and building tools and methods that ensure and verify the
case studies using multiuser virtual worlds as an innovative - ITcon
technology spaces for multiuser virtual worlds, four case studies were conducted and examined in the field of collaborative design using multiuser virtual worlds.
Situated learning in virtual worlds and immersive simulations. - iSites
Virtual worlds - immersive simulated environments in which a participant uses personalization; choice and autonomy in the storyline; the ability to design and
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