Here’s the draft chapter stubs for the project
- Gaming – hasn’t it always been social?
- Classic games as blueprints for building tight game play (Liepa, Jarvis, Minter, Takahashi)
- Social networks and their infrastructure
- The game industry: a publishing primer on choosing the right model to release your game
- Marketing: why you need to market early and often
- Design for a social game and choosing the right design for you
- Server Design, Scalability and Persistent worlds
- Game Production and managing the process
- Release
- Conclusion, did it work?
David Crane’s Little Computer People.
Nothing to do with the chapter layout.
Or is it?