This first volume presents a rich, well-developed exploration of the foundational concepts underpinning virtual worlds. Tracing the evolution of such games from their inception, it draws upon examples ranging from the earliest MUDs to today's expansive MMORPGs. It elucidates fundamental design precepts often forgotten in the development of new games.
No other book on online games or virtual worlds matches the level of detail, historical context, and conceptual depth found in Designing Virtual Worlds.
Dieser Download kann aus rechtlichen Gründen nur mit Rechnungsadresse in A, B, BG, CY, CZ, D, DK, EW, E, FIN, F, GR, HR, H, IRL, I, LT, L, LR, M, NL, PL, P, R, S, SLO, SK ausgeliefert werden.
-- Edward Castronova, Professor of Media, Indiana University
"The long-awaited Second Edition of Designing Virtual Worlds contains a lifetime of wisdom about a question central to modern game design: how and why do people play together online? Bartle entertainingly intertwines history and psychology in a way that brings insight after insight to any student of online play."
-- Jesse Schell, author of The Art of Game Design: A Book of Lenses
"The first edition of Designing Virtual Worlds was a major work. The second edition is in many ways quite different, but is equally as important, updating the text for the modern day and bringing fresh insight to topics ranging from legal issues to player psychology. Its relevance extends well beyond games. It is an indispensable text for understanding the what, why, and how of online worlds."
-- Raph Koster, designer of Ultima Online and Star Wars Galaxies








