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The initial beta development of your world - the time when it is first available to players on a grand scale - is truly the 'rite of passage' for your world. This is the time that actual players first encounter your ideas and implementations, when the hidden system bugs, and fallicies first rear their ugly heads. This is the time when either you sink, or you swim.
 | The Sims Online Evolution: A Case Study | | The team behind The Sims Online reflect on their world's launch, and all the issues they encountered in their first few months. Looking at how they could grow the possibilities without losing existing players, playerbase desires against actual content, and other such issues this is a very good reafd indeed. | |
 | Guns & Flaws | | Sticking to your guns, and continuing to surge forwards with your goals for your world, one of the most important dedication aspects. On the other hand, admitting when you are wrong, is just a must, if you'd like your world to survive. |  | If You Build It They Might Come: Critical Mass & Other User Buzzwords | | This article examines the myth of ‘instant success’ in online environments, and how things are going to be boring for a while, there’s no escaping that, until you hit your magic ‘critical mass’ and things finally become interesting for the participants. It concerns itself with the known ‘plateaus’ of users, and suggests common-sense ways to double growth without really trying. | |
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Games and Simulations in Online Learning: Research and Development Frameworks 

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346 Hosted / 232 Linked
For Players:
22 / 16
Building Worlds:
40 / 43
Administration: 19 / 42
Coding: 16 / 67
Storytelling: 4 / 22
Education 3 / 5
Striving Forward 6 / 3 Graphics 1 / 4
Hardware 0 / 0
Humour 10 / 0
Total Resources 687
Total Products 143
Total Links 22
Total Worlds 31 |
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