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Designing Virtual Worlds por Richard A.…
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Designing Virtual Worlds (edición 2003)

por Richard A. Bartle (Autor)

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1445145,613 (4.08)1
Designing Virtual Worlds is the most comprehensive treatment of virtual world design 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 ethical underpinnings 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. Designing Virtual Worlds brings a rich, well-developed approach to the design concepts 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 of Designing Virtual Worlds.… (más)
Miembro:shulera1
Título:Designing Virtual Worlds
Autores:Richard A. Bartle (Autor)
Info:New Riders (2003), Edition: 1, 768 pages
Colecciones:TBR
Valoración:
Etiquetas:TBR, nonfiction, gaming, design

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Designing Virtual Worlds por Richard Bartle

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This is a very academic approach to virtual worlds (MUDs, MMORPGs, etc.), and Bartle goes in-depth on every subject from players to economy to ethics. If you're interested in the booming online game industry, this is really a good thing to read up on. While the book is very clinical in approach, Bartle's writing style is entertaining and keeps it from getting too boring. ( )
  irishkitsune | Feb 1, 2008 |
About MUDs and their descendants.
  aneel | May 10, 2007 |
Richard Bartle is a man I trust when it comes to Virtual World design. He co-wrote the first MUD back in the 70s. How much more authentic can you get? He teaches this for a living in England. Richard makes a ton of good points in every chapter—this is the book you want to read if you’re developing online games, or even if you (like me) are just interested in the subject.

This book won’t tell you how to write your code (I don’t think there’s a single code example or reference in the book anywhere), but it will make you question all of your design ideas and the reasoning behind them. And more than likely, it will give you a new direction with loads of great ideas. ( )
  Homechicken | Feb 14, 2007 |
Bartle has interesting ideas about players, but there are some psychological claims and ethical theories mixed in that seem out-of-place or less than useful. The gameplay chapters are stronger, but getting through the review of relevant research in other fields takes a lot of determination. His writing is a bit difficult on the material that I haven't seen before in other places, which makes me suspect that it's not quite polished throughout and I'm just familiar enough with some of these ideas to not notice it. There are some minor technical errors, but the book is worth reading. ( )
  tomhudson | Jul 28, 2006 |
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Designing Virtual Worlds is the most comprehensive treatment of virtual world design 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 ethical underpinnings 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. Designing Virtual Worlds brings a rich, well-developed approach to the design concepts 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 of Designing Virtual Worlds.

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