|  
                               Online
                              Game Interactivity Theory 
                              Author: 
                              Markus Friedl 
                                Publisher:   Charles River Media 
                                ISBN:    1-58450-215-0 
                                Purchasing: [Amazon.Com]
                              - RRP US$49.95 
                                Reviewed:    11th January 2003 
                              Front 
                                Cover Shot: 
                                
                              Overview 
                              Online
                              games are big business currently, and they are
                              only expected to get bigger. At the time of
                              writing, games like Star Wars: Galaxies have
                              entered testing - receiving huge interest from
                              potential testers. Online frag-fests Quake and
                              Unreal have been popular for years, Unreal
                              Tournament seems to be heading for a yearly update
                              - the market must be there. 
                              So,
                              in tune with other books in the Advances In
                              Computer Graphics And Game Development series
                              we have one of the first books dedicated solely to
                              the design and theory of these types of games. 
                              No
                              Programming Allowed 
                              This
                              book is, as the titles suggests, theory. It is not
                              about programming - there are no code listings for
                              DirectPlay or WinSock. You can hope to learn
                              fundamental lessons in how to design the
                              programming libraries, but you're not going to
                              learn the actual source code that does the job. 
                              This
                              is quite interesting as, to my knowledge, no books
                              are currently in print that handle the practical
                              side of this subject, and this is the first book
                              to handle the theory. From my own limited
                              experience of programming multiplayer games it is
                              often the design that is by far the hardest part. 
                              Creating
                              a solid design for the online communication
                              engine, and getting your game to correctly use it
                              is paramount - but it is more about understanding
                              the issues and theory than actually rushing out
                              pages of DirectPlay9 source code. 
                              Covers
                              all the bases 
                              The
                              book is nicely divided (in the 2nd part) up to
                              cover the major interactivity types -
                              player:player, player:game, player:computer... It
                              also covers the other necessary theory - tools and
                              the development process. These are done well - it
                              is useful to have it written-in-stone (so to
                              speak) the alpha/beta/release cycle. 
                              It
                              also neatly covers the pure theory behind why
                              humans play games in the "anthropology and
                              playology" section. On face value, it's
                              something you're more likely to see in a
                              psychology/philosophy text book. It's not really a
                              necessary topic, but it does provide an
                              interesting extra-level to the theory presented in
                              this book. 
                              The
                              only area that is a bit thin on the ground is that
                              of transmission security, stopping cheats and
                              maintaining a safe community/environment for
                              honest & decent players. It's a potentially
                              huge topic - one that could easily benefit from
                              more attention; named examples and some usable
                              strategies should have been discussed here.
                              Instead we get more of an explanation of what
                              can/does happen and not so much information about
                              what we can do about it. 
                              Known
                              case studies 
                              One
                              of the best features of this book is the inclusion
                              of examples. In the tools section there are
                              several recognizable illustrations of recent
                              popular games. These are also referenced in the
                              actual text. It's amazing how much clearer a book
                              on theory can become if you can relate the text to
                              a real-world experience. 
                              The
                              other tie-in here is the brilliant 5th section of
                              the book: interviews and opinions. You can think
                              of it as being the place (after the author has had
                              his say) where he invites other prominent figures
                              to offer their views and experiences on the
                              subject. It completely opens up the floor to the
                              theory of not just one, but many individuals. 
                              In 
                                Conclusion 
                              This
                              is an interesting book partly because it is the
                              first of it's kind, and partly because it's a very
                              well thought out and very well executed text. Not
                              only does it go a little further with the
                              fundamental theory, it opens up the floor to let
                              other experience developers have their say on the
                              matter. I strongly recommend this book to anyone
                              who wants a more solid foundation in designing a
                              multiplayer game, It may be the first of it's
                              kind, but I don't think it'll be beaten for quite
                              some time. 
                                
                              
                                
                                   
                                    | Good 
                                      Things | 
                                    Bad 
                                      Things | 
                                   
                                   
                                    | •
                                      First book to do this subject justice | 
                                    •
                                      Security is not covered brilliantly | 
                                   
                                   
                                    | •
                                      Wide ranging theories discussed, from the
                                      basics up to the more complex. | 
                                    •
                                      Case studies could be used better in some
                                      places. | 
                                   
                                   
                                    | •
                                      Very clear about it will/wont teach. | 
                                      | 
                                   
                                   
                                    | •
                                      Well organized and put together | 
                                      | 
                                   
                                 
                               
                                 
                               |