Massively online communities : the genre paradox II
January 24, 2007 on 11:47 am | In new media, games industry, geek culture, gaming, mmo, mmorpg, WoW | 14 Comments
As mentioned in my previous article, gamers expect a community from the game publisher. In a sense, this demonstrates the unique position of videogames in the landscape of entertainment. Consequentially, feedback and community become a cost of doing business.
I believe we’re quickly reaching the point where publisher-run communities no longer serve their purpose. The communities are too vast. Moreover, the gamers themselves have evolved toward a deeper level of sophistication. Gamers are the reason we’ve come this far, and we simply demand more.
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Massively online communities : the genre paradox
January 17, 2007 on 2:04 am | In games industry, mmo, mmorpg, WoW | 7 Comments
The nature of things
When online gaming was getting started, there was a certain novelty in spending vast swathes of time with the same people on the same game servers, night after night. It seemed inevitable that we’d eventually all team up. And team up we did. Forming groups is the most basic of human qualities, and is certainly no less true in virtual worlds.
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