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	<title>Comments for Online Games</title>
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	<link>http://www.apacph2008.org</link>
	<description>All about online games information</description>
	<lastBuildDate>Thu, 18 Feb 2010 12:44:11 -0600</lastBuildDate>
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		<title>Comment on Game Development Essentials: Online Game Development by Geek</title>
		<link>http://www.apacph2008.org/game-development-essentials-online-game-development/comment-page-1#comment-2074</link>
		<dc:creator>Geek</dc:creator>
		<pubDate>Thu, 18 Feb 2010 12:44:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.apacph2008.org/game-development-essentials-online-game-development#comment-2074</guid>
		<description>This is a book for anyone who wants to truly understand what goes into making today&#039;s online games.  
&lt;br /&gt;
&lt;br /&gt;In a very straight-forward and readable manner, the book covers the many complex issues that make up today&#039;s development environment.  It does an excellent job of establishing a project framework that works well in the creative element of a game design studio.  This framework keeps the business side as its first focus but manages to do that without overwhelming the need for creativity and fun.  Customer satisfaction and a successful product are the clear result of such a disciplined approach.
&lt;br /&gt;
&lt;br /&gt;Whether you are planning on a career in game design or are already a seasoned professional, no matter if you are a senior producer, coder, or design game art, a thorough understanding of a game development methodology will benefit your career immensely.  
&lt;br /&gt;
&lt;br /&gt;I bought this book to gain a broader understanding of the issues surrounding the game development environment.  I could not be happier with my choice.
&lt;br /&gt;
Rating: 5 / 5</description>
		<content:encoded><![CDATA[<p>This is a book for anyone who wants to truly understand what goes into making today&#8217;s online games.  </p>
<p>In a very straight-forward and readable manner, the book covers the many complex issues that make up today&#8217;s development environment.  It does an excellent job of establishing a project framework that works well in the creative element of a game design studio.  This framework keeps the business side as its first focus but manages to do that without overwhelming the need for creativity and fun.  Customer satisfaction and a successful product are the clear result of such a disciplined approach.</p>
<p>Whether you are planning on a career in game design or are already a seasoned professional, no matter if you are a senior producer, coder, or design game art, a thorough understanding of a game development methodology will benefit your career immensely.  </p>
<p>I bought this book to gain a broader understanding of the issues surrounding the game development environment.  I could not be happier with my choice.<br />
<br />
Rating: 5 / 5</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Developing Online Games: An Insider&#8217;s Guide by LarryinLA</title>
		<link>http://www.apacph2008.org/developing-online-games-an-insiders-guide/comment-page-1#comment-2088</link>
		<dc:creator>LarryinLA</dc:creator>
		<pubDate>Thu, 18 Feb 2010 10:51:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.apacph2008.org/developing-online-games-an-insiders-guide#comment-2088</guid>
		<description>In an industry still in its infancy, but with more of a history than most people realize, comes a couple of experienced pros to share their experiences and understanding of the phenomena of online games. This book is chock full of real numbers and real documents as well as anecdotal material to back it all up. Jessica and Bridgette give the floor to some well known designer/developers to let them share their experiences with us, too. And most of it is in Ms. Mulligan&#039;s slightly ascerbic but eternally hopeful-that-we&#039;ll-finally-get-it, wit that we have come to know and love in her Biting the Hand online games column. If you are about to spend several million dollars on one of these modern epics or have some part of the responsibility of getting one to market, you have to have this book right by your side all the way through the process. Great forward from Raph Korsten (Ultima Online, SWG), good stuff from Gordon Walton (Kesmai Games, EA, SOE), Jonathan Baron (XBox Online), Damion Schubert (Meridian59, Shadowbane), and several others. Looking forward to her next book in the series - how to manage one of these beasts!
Rating: 5 / 5</description>
		<content:encoded><![CDATA[<p>In an industry still in its infancy, but with more of a history than most people realize, comes a couple of experienced pros to share their experiences and understanding of the phenomena of online games. This book is chock full of real numbers and real documents as well as anecdotal material to back it all up. Jessica and Bridgette give the floor to some well known designer/developers to let them share their experiences with us, too. And most of it is in Ms. Mulligan&#8217;s slightly ascerbic but eternally hopeful-that-we&#8217;ll-finally-get-it, wit that we have come to know and love in her Biting the Hand online games column. If you are about to spend several million dollars on one of these modern epics or have some part of the responsibility of getting one to market, you have to have this book right by your side all the way through the process. Great forward from Raph Korsten (Ultima Online, SWG), good stuff from Gordon Walton (Kesmai Games, EA, SOE), Jonathan Baron (XBox Online), Damion Schubert (Meridian59, Shadowbane), and several others. Looking forward to her next book in the series &#8211; how to manage one of these beasts!<br />
Rating: 5 / 5</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Game Development Essentials: Online Game Development by Patricia A. Bigley</title>
		<link>http://www.apacph2008.org/game-development-essentials-online-game-development/comment-page-1#comment-2073</link>
		<dc:creator>Patricia A. Bigley</dc:creator>
		<pubDate>Thu, 18 Feb 2010 09:52:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.apacph2008.org/game-development-essentials-online-game-development#comment-2073</guid>
		<description>As a seasoned industry professional and an Executive Recruiter in the game industry, I found this book to be a &quot;must read&quot; for everyone.  It offers a great deal of information and detail.  I was very impressed with the book and strongly recommend it.  Pat Bigley, President Prime Candidate, Inc.
Rating: 5 / 5</description>
		<content:encoded><![CDATA[<p>As a seasoned industry professional and an Executive Recruiter in the game industry, I found this book to be a &#8220;must read&#8221; for everyone.  It offers a great deal of information and detail.  I was very impressed with the book and strongly recommend it.  Pat Bigley, President Prime Candidate, Inc.<br />
Rating: 5 / 5</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Developing Online Games: An Insider&#8217;s Guide by Ghada V</title>
		<link>http://www.apacph2008.org/developing-online-games-an-insiders-guide/comment-page-1#comment-2087</link>
		<dc:creator>Ghada V</dc:creator>
		<pubDate>Thu, 18 Feb 2010 09:13:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.apacph2008.org/developing-online-games-an-insiders-guide#comment-2087</guid>
		<description>This book focuses on the elements necessary to develop a successful launch of an online game. In order to have the successful launch, the book looks at what needs to be considers in creating the game from the development team&#039;s point of view. The assumption is that you know how to code, you know what kind of game you want to create and you have the resources to create one. But this is the toolbox for the pre-launch, launch and the post-launch. It is an interesting look at the theories behind creating your game for longevity. The post launch is probably the most interesting phase from this point of view. 
&lt;br /&gt;
&lt;br /&gt;&quot;It isn&#039;t your game, it&#039;s the player&#039;s game.&quot;
&lt;br /&gt;
&lt;br /&gt;This has been written more for Persistent World Games as they need a community for them to thrive. There are chapters that look at how to build these communities and nurture them so they continue playing your (or is it their?) game. One chapter looks at the different players you will encounter that can help, hinder or downright sabotage the success of a game (the 3 broad groups are aptly called Barbarians, Tribesmen and Citizens). 
&lt;br /&gt;
&lt;br /&gt;This book is also worth a look for the Online Timeline starting in 1986 and the anecdotes from games that worked and games that didn&#039;t. You might chuckle a bit in remembrance of some of the events mentioned, like the first testing of Quake in 1995. If you are looking to develop a game that has a following, there are definitely some tips here worth knowing about.
&lt;br /&gt;
&lt;br /&gt;Ghada
&lt;br /&gt;www.ZoDAL.net
&lt;br /&gt;New Zealand
Rating: 4 / 5</description>
		<content:encoded><![CDATA[<p>This book focuses on the elements necessary to develop a successful launch of an online game. In order to have the successful launch, the book looks at what needs to be considers in creating the game from the development team&#8217;s point of view. The assumption is that you know how to code, you know what kind of game you want to create and you have the resources to create one. But this is the toolbox for the pre-launch, launch and the post-launch. It is an interesting look at the theories behind creating your game for longevity. The post launch is probably the most interesting phase from this point of view. </p>
<p>&#8220;It isn&#8217;t your game, it&#8217;s the player&#8217;s game.&#8221;</p>
<p>This has been written more for Persistent World Games as they need a community for them to thrive. There are chapters that look at how to build these communities and nurture them so they continue playing your (or is it their?) game. One chapter looks at the different players you will encounter that can help, hinder or downright sabotage the success of a game (the 3 broad groups are aptly called Barbarians, Tribesmen and Citizens). </p>
<p>This book is also worth a look for the Online Timeline starting in 1986 and the anecdotes from games that worked and games that didn&#8217;t. You might chuckle a bit in remembrance of some of the events mentioned, like the first testing of Quake in 1995. If you are looking to develop a game that has a following, there are definitely some tips here worth knowing about.</p>
<p>Ghada<br />
<br /><a href="http://www.ZoDAL.net" rel="nofollow">http://www.ZoDAL.net</a><br />
<br />New Zealand<br />
Rating: 4 / 5</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Networking and Online Games: Understanding and Engineering Multiplayer Internet Games by W Boudville</title>
		<link>http://www.apacph2008.org/networking-and-online-games-understanding-and-engineering-multiplayer-internet-games/comment-page-1#comment-2083</link>
		<dc:creator>W Boudville</dc:creator>
		<pubDate>Thu, 18 Feb 2010 08:59:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.apacph2008.org/networking-and-online-games-understanding-and-engineering-multiplayer-internet-games#comment-2083</guid>
		<description>Wiley has a habit of doing this. It commissions (ie. pays for and owns the copyright on) a technical book, puts it out in hardcover and charges over $100 for it. Sometimes, if the field is very narrow, this pricing might be ok. However, much of this book&#039;s material is generic. I grant that the book is indeed a good overview of online games. With an accurate synopsis of its history, dating back to the MUD games of the 80s. 
&lt;br /&gt;
&lt;br /&gt;But several chapters cover material widely available in other computer books that are much cheaper. Like the chapter on the Internet Protocol, describing IPv4, the IP address formats and routing methods. Or the chapter on using widely available tools like tcpdump to find where the players are coming from. Then there is the chapter on broadband access networks. Addison-Wesley and O&#039;Reilly have several books that treat these topics adequately.
Rating: 3 / 5</description>
		<content:encoded><![CDATA[<p>Wiley has a habit of doing this. It commissions (ie. pays for and owns the copyright on) a technical book, puts it out in hardcover and charges over $100 for it. Sometimes, if the field is very narrow, this pricing might be ok. However, much of this book&#8217;s material is generic. I grant that the book is indeed a good overview of online games. With an accurate synopsis of its history, dating back to the MUD games of the 80s. </p>
<p>But several chapters cover material widely available in other computer books that are much cheaper. Like the chapter on the Internet Protocol, describing IPv4, the IP address formats and routing methods. Or the chapter on using widely available tools like tcpdump to find where the players are coming from. Then there is the chapter on broadband access networks. Addison-Wesley and O&#8217;Reilly have several books that treat these topics adequately.<br />
Rating: 3 / 5</p>
]]></content:encoded>
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	<item>
		<title>Comment on Game Development Essentials: Online Game Development by cheryl</title>
		<link>http://www.apacph2008.org/game-development-essentials-online-game-development/comment-page-1#comment-2072</link>
		<dc:creator>cheryl</dc:creator>
		<pubDate>Thu, 18 Feb 2010 08:56:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.apacph2008.org/game-development-essentials-online-game-development#comment-2072</guid>
		<description>I&#039;m not a game maker, but it&#039;s really fun to understand how these MMOGs are made.  This book was easy to read, explained the development process with some interesting anecdotes, and generally just answered a lot of the unexplained mysteries of how these games are made.  The book is great fun to read, and even if you&#039;re just a MMOG addict, and not a MMOG maker, it&#039;s worth buying.
Rating: 5 / 5</description>
		<content:encoded><![CDATA[<p>I&#8217;m not a game maker, but it&#8217;s really fun to understand how these MMOGs are made.  This book was easy to read, explained the development process with some interesting anecdotes, and generally just answered a lot of the unexplained mysteries of how these games are made.  The book is great fun to read, and even if you&#8217;re just a MMOG addict, and not a MMOG maker, it&#8217;s worth buying.<br />
Rating: 5 / 5</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Developing Online Games: An Insider&#8217;s Guide by Kevin M. Jenkins</title>
		<link>http://www.apacph2008.org/developing-online-games-an-insiders-guide/comment-page-1#comment-2086</link>
		<dc:creator>Kevin M. Jenkins</dc:creator>
		<pubDate>Thu, 18 Feb 2010 08:41:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.apacph2008.org/developing-online-games-an-insiders-guide#comment-2086</guid>
		<description>Developing Online Games: An Insider&#039;s Guide is worth reading if you are making an MMOG because the cost of admission is low relative to the cost of making an online game.  I know this because of the three useful facts presented in the book:
&lt;br /&gt;
&lt;br /&gt;MMOGs are expensive to make
&lt;br /&gt;MMOGs require expensive support and development after launch
&lt;br /&gt;MMOGs are complex
&lt;br /&gt;
&lt;br /&gt;You probably knew this already though - in which case you would be wondering why you should buy the book?  The answer is that the book drills these facts into your head through repetition over 500 pages.  If you plan to spend 20 million to make an MMO it&#039;s good to get these facts clear.
&lt;br /&gt;
&lt;br /&gt;If you were looking for practical information from which to build an MMO you won&#039;t much in this book.  While the the technical reviewer&#039;s qualifications are strong the authors have only worked in management positions.
&lt;br /&gt;
&lt;br /&gt;Developing Online Games wasn&#039;t useful to me as a developer but producers and managers should pick up a copy.
Rating: 2 / 5</description>
		<content:encoded><![CDATA[<p>Developing Online Games: An Insider&#8217;s Guide is worth reading if you are making an MMOG because the cost of admission is low relative to the cost of making an online game.  I know this because of the three useful facts presented in the book:</p>
<p>MMOGs are expensive to make<br />
<br />MMOGs require expensive support and development after launch<br />
<br />MMOGs are complex</p>
<p>You probably knew this already though &#8211; in which case you would be wondering why you should buy the book?  The answer is that the book drills these facts into your head through repetition over 500 pages.  If you plan to spend 20 million to make an MMO it&#8217;s good to get these facts clear.</p>
<p>If you were looking for practical information from which to build an MMO you won&#8217;t much in this book.  While the the technical reviewer&#8217;s qualifications are strong the authors have only worked in management positions.</p>
<p>Developing Online Games wasn&#8217;t useful to me as a developer but producers and managers should pick up a copy.<br />
Rating: 2 / 5</p>
]]></content:encoded>
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		<title>Comment on Exploiting Online Games: Cheating Massively Distributed Systems by Michael Gegick</title>
		<link>http://www.apacph2008.org/exploiting-online-games-cheating-massively-distributed-systems/comment-page-1#comment-2069</link>
		<dc:creator>Michael Gegick</dc:creator>
		<pubDate>Thu, 18 Feb 2010 07:37:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.apacph2008.org/exploiting-online-games-cheating-massively-distributed-systems#comment-2069</guid>
		<description>Definitely not another book on the typical buffer overflow, XSS, and SQL injection vulnerabilities -- finally!  Hoglund and McGraw present numerous exploits in gaming software that allow players to cheat other players and the lucrative investments of the software manufacturer.  The reasons why people cheat these games and the outcomes are stunning.  Software organizations such as Blizzard Entertainment have installed spyware with their software to mitigate attacks, but have crossed the line by violating the privacy of the user&#039;s computer.  Exploiting Online Games brings about a great question for today&#039;s and tomorrow&#039;s software security which is, where do we draw the line between protecting a software system and honoring an end user&#039;s privacy?  This book provides great research on how attackers exploit vulnerabilities in gaming software.  There is plenty of evidence that software organizations need to reconsider how they should apply their security efforts.  
&lt;br /&gt;
&lt;br /&gt;Building secure software using McGraw&#039;s yin and yang theme from &quot;Software Security: Building Security In&quot; is discussed in the book and, if practiced in software shops, may secure the software (the root of the problem) and thus alleviate the need for additional software such as rootkits that can lead to privacy violations.  A few really interesting discussions about the more interesting design flaws involved with time and state are also included.  Anyone who is concerned about software security (which should be everyone) or wants to learn about software security should read Exploiting Online Games!
&lt;br /&gt;
Rating: 5 / 5</description>
		<content:encoded><![CDATA[<p>Definitely not another book on the typical buffer overflow, XSS, and SQL injection vulnerabilities &#8212; finally!  Hoglund and McGraw present numerous exploits in gaming software that allow players to cheat other players and the lucrative investments of the software manufacturer.  The reasons why people cheat these games and the outcomes are stunning.  Software organizations such as Blizzard Entertainment have installed spyware with their software to mitigate attacks, but have crossed the line by violating the privacy of the user&#8217;s computer.  Exploiting Online Games brings about a great question for today&#8217;s and tomorrow&#8217;s software security which is, where do we draw the line between protecting a software system and honoring an end user&#8217;s privacy?  This book provides great research on how attackers exploit vulnerabilities in gaming software.  There is plenty of evidence that software organizations need to reconsider how they should apply their security efforts.  </p>
<p>Building secure software using McGraw&#8217;s yin and yang theme from &#8220;Software Security: Building Security In&#8221; is discussed in the book and, if practiced in software shops, may secure the software (the root of the problem) and thus alleviate the need for additional software such as rootkits that can lead to privacy violations.  A few really interesting discussions about the more interesting design flaws involved with time and state are also included.  Anyone who is concerned about software security (which should be everyone) or wants to learn about software security should read Exploiting Online Games!<br />
<br />
Rating: 5 / 5</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Synthetic Worlds: The Business and Culture of Online Games by Kron</title>
		<link>http://www.apacph2008.org/synthetic-worlds-the-business-and-culture-of-online-games/comment-page-1#comment-2080</link>
		<dc:creator>Kron</dc:creator>
		<pubDate>Thu, 18 Feb 2010 06:44:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.apacph2008.org/synthetic-worlds-the-business-and-culture-of-online-games#comment-2080</guid>
		<description>Dr. Ted Castronova is a remarkable man with startlingly clear vision and profound insight into an increasingly important aspect of modern society, the blending of the real world with synthetic worlds.  It is an amalgam that will doubtlessly endure and thrive, and which Dr. Castronova explores and explains in a way that&#039;s as fun and intriguing as his subject.  Whether you&#039;re just virtual-curious or a true believer, time spent reading this book is time well spent.  Wish I&#039;d written it.
Rating: 5 / 5</description>
		<content:encoded><![CDATA[<p>Dr. Ted Castronova is a remarkable man with startlingly clear vision and profound insight into an increasingly important aspect of modern society, the blending of the real world with synthetic worlds.  It is an amalgam that will doubtlessly endure and thrive, and which Dr. Castronova explores and explains in a way that&#8217;s as fun and intriguing as his subject.  Whether you&#8217;re just virtual-curious or a true believer, time spent reading this book is time well spent.  Wish I&#8217;d written it.<br />
Rating: 5 / 5</p>
]]></content:encoded>
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		<title>Comment on Game Development Essentials: Online Game Development by Infans_31</title>
		<link>http://www.apacph2008.org/game-development-essentials-online-game-development/comment-page-1#comment-2071</link>
		<dc:creator>Infans_31</dc:creator>
		<pubDate>Thu, 18 Feb 2010 06:24:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.apacph2008.org/game-development-essentials-online-game-development#comment-2071</guid>
		<description>As a fairly academic reader, I found this book extremely accessible and think the style and presentation will appeal to many readers from various backgrounds. I was surprised at the great breadth of topics this book covered--so many aspects of game development explained. The book incorporates knowledge that would apply to anyone working in media production.  The models and diagrams are applicable to most businesses and creative developments. Visual learners will be pleased with the multitude of presentation styles and images. A strong emphasis is put on creating a smooth production pipeline to avoid future errors that may not have even been considered. There are some worth details in ways to integrate constraints, places in production to improve, and structures to build that meet the natural multiplicity of online games. The text also questions the reader in the form of chapter review problems. The extremely thorough descriptions and steps through the process of development will endow the reader with a vocabulary to speak and question intelligently. For someone with little background, they will feel confident with a generous knowledge base on online games. For someone with industry experience, they will be able to implement new strategies and create stronger games with mass appeal and staying value. 
Rating: 4 / 5</description>
		<content:encoded><![CDATA[<p>As a fairly academic reader, I found this book extremely accessible and think the style and presentation will appeal to many readers from various backgrounds. I was surprised at the great breadth of topics this book covered&#8211;so many aspects of game development explained. The book incorporates knowledge that would apply to anyone working in media production.  The models and diagrams are applicable to most businesses and creative developments. Visual learners will be pleased with the multitude of presentation styles and images. A strong emphasis is put on creating a smooth production pipeline to avoid future errors that may not have even been considered. There are some worth details in ways to integrate constraints, places in production to improve, and structures to build that meet the natural multiplicity of online games. The text also questions the reader in the form of chapter review problems. The extremely thorough descriptions and steps through the process of development will endow the reader with a vocabulary to speak and question intelligently. For someone with little background, they will feel confident with a generous knowledge base on online games. For someone with industry experience, they will be able to implement new strategies and create stronger games with mass appeal and staying value.<br />
Rating: 4 / 5</p>
]]></content:encoded>
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