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Game Production
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Friday, September 12:

Localizing MMOGs by Eric Heimburg
One of the great aspects MMOGs is that they permit a global community to come together and play a game together. But to attract audiences from different countries, your game needs to elegantly handle other languages. This article explains the system Turbine Entertainment developed for Asheron's Call 2 that let their MMORPG support different languages.

Monday, September 15:

Postmortem: Oceanus Communications' Legacy Online by Hipólito Iroel Pérez and Marco Cultrera
Legacy Online is one of the first MMOGs to involve elements of city building and strategy. What makes this game's story interesting is that it was created by students from a decidedly uncapitalistic country: Cuba. Here's the saga of a MMOG that went from Cuba to Canada, through two publishers, and a name change to emerge as a marquis title for Sega.com.

Tuesday, September 16:

Relational Database Guidelines For MMOGs by Jay Lee
A relational database is an ideal solution for many of the issues facing MMOG developers: handling game state persistence, account management, billing, and even game logic. Lee, who works at NCSoft, provides tips on a wide range of topics including naming standards, table indexes, physical data structure, schema maintenance, referential integrity, stored procedures, and more.

Wednesday, September 17:

The Sims Online Evolution: A Case Study by Jessica Lewis
Since its launch last December, the The Sims Online the development team has taken various steps to move the game in a direction that would bring in more subscribers. The question was, what new target audiences should they go after, and what new features would those audiences want in the game? Here are the processes that EA went through to analyze where the TSO was, and what direction it needed to go.

Thursday, September 18:

Enabling Player-Created Online Worlds with Grid Computing and Streaming by Philip Rosedale and Cory Ondrejka
Linden Labs' MMORPG, Second Life, uses a home-grown distributed server grid for computing and streaming the game world to players. The grid allows the company to scale the size of the game world, and makes it possible for the game to handle the huge number of unique, editable items that player characters create on a monthly basis. This article describes how their grid works, and how it benefited the design of the game.

Friday, September 19:

The Birth Of The Mobile MMOG by Tommy Palm
Mobile phones increasingly resemble networked computers, with more processing power and better displays. As such, they're becoming more interesting as platforms for MMOGs. Yet application development for mobile phones is still in its infancy, so mobile platforms lack many of the resources that more mature gaming platforms offer. This article describes the state of the mobile MMOG genre today, explains the unique technology challenges facing MMOGs, and lays out design guidelines for making a successful game.



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