Going Multiplayer: A Complete Guide: From Design to Post-Release
暫譯: 多人遊戲:從設計到發行後的完整指南

Abela, Paolo

  • 出版商: Apress
  • 出版日期: 2026-01-03
  • 售價: $2,110
  • 貴賓價: 9.8$2,068
  • 語言: 英文
  • 頁數: 218
  • 裝訂: Quality Paper - also called trade paper
  • ISBN: 9798868820304
  • ISBN-13: 9798868820304
  • 相關分類: 遊戲設計 Game-design
  • 海外代購書籍(需單獨結帳)

相關主題

商品描述

Design, implement, release, and maintain a multiplayer experience! Find out what challenges, risks, and upsides you need to be aware of from day one!

Through real-world examples inspired by games such as League of Legends, Ariokan, and Morimens, the book covers the differences between developing multiplayer and single-player games, diving into the details of how the communication between different devices works, how to structure a multiplayer project depending on what you're developing, how to prepare it for a global launch from a technical and monetization perspective, as well as how to protect the game. It also explains how to develop common features shared by several multiplayer titles.

Maintaining an engine-agnostic approach as much as possible, the book uses both Unity and Epic Games products and services as a reference. The book takes the collectible card game Ariokan as a reference to explain some dynamics and challenges of multiplayer games that revolve around user-generated content.

You Will Learn

- What pieces you need to build to have a globally accessible multiplayer experience and how they work

- How communication and synchronization work in a multiplayer game and how to design around that

- - How User Generated Content-centric games work and the challenges related to them

Who This Book Is For

Game developers and system/economy designers working on a multiplayer project (game or experience), be it live-service or not. Networking/coding experience will help but is not essential, as the fundamental relevant concepts are covered in the book.

商品描述(中文翻譯)

設計、實作、發布並維護一個多人遊戲體驗!了解從第一天起你需要注意的挑戰、風險和優勢!

本書通過受《英雄聯盟》(League of Legends)、《Ariokan》和《Morimens》等遊戲啟發的實際案例,涵蓋了開發多人遊戲與單人遊戲之間的差異,深入探討不同設備之間的通信如何運作,根據你所開發的內容如何結構化一個多人專案,如何從技術和獲利的角度為全球發布做好準備,以及如何保護遊戲。它還解釋了如何開發多個多人標題共享的常見功能。

本書儘可能保持引擎無關的方式,並以 Unity 和 Epic Games 的產品和服務作為參考。書中以集換式卡牌遊戲《Ariokan》作為參考,解釋圍繞用戶生成內容的多人遊戲的一些動態和挑戰。

你將學到

- 建立全球可訪問的多人遊戲體驗所需的組件及其運作方式
- 在多人遊戲中通信和同步的運作方式以及如何圍繞這些設計
- 以用戶生成內容為中心的遊戲如何運作及其相關挑戰

本書適合對象

針對正在進行多人專案(遊戲或體驗)的遊戲開發者和系統/經濟設計師,無論是即時服務還是非即時服務。具備網路/編碼經驗會有所幫助,但並非必需,因為書中涵蓋了基本的相關概念。

作者簡介

Paolo Abela is an Italian studio founder, game developer, and consultant specialized in multiplayer games. Since 2013, he has run multiple studios and worked hands-on on multiplayer games at scale such as "Ariokan," "Overknights," and "Eggscape". He also helps Indie and AA teams make and ship multiplayer games and likes to spread knowledge through conference talks and LinkedIn posts for those who come after.

作者簡介(中文翻譯)

保羅·阿貝拉(Paolo Abela)是一位意大利工作室創始人、遊戲開發者及專注於多人遊戲的顧問。自2013年以來,他經營了多個工作室,並親自參與了大規模的多人遊戲開發,如《Ariokan》、《Overknights》和《Eggscape》。他還幫助獨立和AA團隊開發及發行多人遊戲,並喜歡通過會議演講和LinkedIn貼文分享知識,幫助後來者。