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Academics Speak On 'Life After World Of Warcraft'

Posted by Zonk on Wed Sep 12, 2007 12:05 PM
from the it'll-come-eventually dept.
simoniker writes "Are MMO populations 'tribal', and if so, what's the next tribal shift after World of Warcraft? At Gamasutra, academics including MIT's Henry Jenkins and Ludium's Edward Castronova discuss what's next for the MMO market, based on their research and play patterns. Jenkins states that WoW is getting _too_ much analysis from researchers right now: 'WoW deserves attention because it has so captured the imagination of gamers over the past few years. That said, I don't think it is healthy for the field of games studies, which is still emerging, to be so fixated on a single game franchise — no matter what the franchise. A few years ago, it might have been The Sims or GTA, now it's WoW.'" For more on this topic MMOG industry veteran Gordon Walton spoke on this topic last week at GDC Austin, and notes from that event are also available at Gamasutra.
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      • > Did hey say "Henryyyyyyyyyyyyyyyyyyyyyyyyy Jeeeeeeeeeeenkinnnnnnnnnnnnns"
        >
        > Before running into the office all by himself?

        Hey, at least I got a red stapler.

  • by paladinwannabe2 (889776) on Wednesday September 12 2007, @12:26PM (#20575619)
    Maybe I'm just being cynical, but at this point I suspect WoW will continue to dominate until Blizzard creates WoW2. It's so far ahead of all the other MMORPGs on the market that I don't see anyone being able to displace it.
    • by Moraelin (679338) on Wednesday September 12 2007, @12:59PM (#20576247) Journal
      Well, I certainly see your point, but the cynic in me says that we've thought this before... and we were wrong.

      When Origin invented the genre, they were literally the only player in town. They were so far ahead the other MMOs, that the others were just getting started trying to copy it. Even if you consider MUDs to be essentially the same genre, the difference between UO and your average text-based MUD, if nothing else in terms of number of players, was larger than between WoW and Anarchy Online nowadays.

      Other people who arguably invented a genre, or made it mainstream, are still the Gods of Gaming in that genre. E.g., Id and FPS. You'd expect Origin to share that fate, wouldn't you?

      You'd think nothing could possibly dethrone UO at that point, until Origin creates UO2, right? Well, we already know how that went.

      Then came Everquest, and it was so popular it became synonim with MMOs. You didn't talk, say, about people losing their job and wife to MMOs, you instinctively spoke of them losing that to Everquest. It's also the game which caused the deluge of me-too MMOs. It was such a money-printing license, everyone wanted a piece of that market.

      Worse yet, along came a long period of stagnation, and most new MMOs just managed to steal some of someone else's players, only to have them stolen by someone else in 6 months. It looked like there were a total of about 1 million MMO players total... and EQ owned slightly more than half of them.

      Once you factored in their other games too, Sony _owned_ the MMO market.

      Surely one would have thought nothing will challenge that until their own EQ2 came out, right? Well, wrong, actually. EQ2 peaked a lot lower than what EQ still had, never mind its former peak. It _still_ has less players than the old Everquest. (Not saying it's necessarily a bad game, as that's something highly subjective, just that subscription-wise it failed to be the block-buster everyone expected.)

      Instead there came this WoW noone really expected that much of. What people wanted from Blizzard was Starcraft 2 or maybe Diablo 3, not a MMO. They hadn't proved that they know their elbow from their arse in the MMO arena yet. They had the Warcraft franchise and name recognition, but an unrelated franchise name only carries you so far: see TSO which flopped in spite of the The Sims franchise which had outsold all 3 Warcraft games _combined_.

      Not only it handed Sony its arse at its own game, it managed something that noone else had managed in years: it actually enlarged the western MMO market. About 10 times.

      So now we think the same all over again. "Man, nothing's going to displace WoW until they launch WoW2." I dunno, we've been wrong about that at least twice before. (Or more than twice if we're talking about sequel surpassing their original. AC2 bombed so badly that it was shut down, for example. Essentially that sequel moved the AC franchise from being the second most successful MMO to being nobody.)

      Before anyone accuses me of wishing that WoW fails or anything, note that I'm not against any of the games I've mentioned here. I actually liked WoW, though nowadays I'm playing COH yet again. I can see why WoW was successful. In this highly subjective taste matter, they sure managed to give the larger market segment, the casual gamers and off-line Oblivion-type gamers, more of what they wanted in a game. They "deserve" their current position. I'm just saying that noone, Blizzard included, has a certificate of ownership of the market. They all "rent" the #1 spot for a while. They can fall like everyone else, eventually.

      In fact, I'm sorta surprised that WoW hasn't fallen back yet. Again, I don't wish it or anything, but it's not like they have a patent on what made WoW successful. Everyone else is free to copy the elements that made it sell well. It's just that everyone else seems to be surprisingly slow to understand it. Oh, they've tried to copy bits and pieces of WoW, but they just can't seem to understand _what_ they copy. It's... a bit like watching a clock maker try to copy random individual cogs from a competitor's clock, without understanding what they copy or the larger scheme of the mechanism in which it must fit in.

      But eventually it's bound to happen.
      • by Evangelion (2145) on Wednesday September 12 2007, @01:37PM (#20576875) Homepage

        In fact, I'm sorta surprised that WoW hasn't fallen back yet. Again, I don't wish it or anything, but it's not like they have a patent on what made WoW successful. Everyone else is free to copy the elements that made it sell well. It's just that everyone else seems to be surprisingly slow to understand it. Oh, they've tried to copy bits and pieces of WoW, but they just can't seem to understand _what_ they copy. It's... a bit like watching a clock maker try to copy random individual cogs from a competitor's clock, without understanding what they copy or the larger scheme of the mechanism in which it must fit in.

        But eventually it's bound to happen.


        The problem is that it's not just one thing that makes WoW successful. It's alot of things that Blizzard is doing right all at once. The key though, is that Blizzard, despite what you read on forums, does listen to it's players. The game as it stands now is vastly, vastly different from when even I signed up in 2005 -- and they're laregly positive changes.
        • World PvP sucks? They added instanced PvP.
        • You miss World PvP? They created world PvP "minigames".
        • Honour system is a joke? Scrapped, in exchange for a token system.
        • Unorganized instanced PvP too much of a hassle? Have short (on the order of minutes, seconds if you're up against a 'lock) 1v1 - 5v5 arena matches.
        • Farming for the 1% elemental drops sucks? We'll split them up into more common drops (motes), so your farming doesn't suck as much.
        • Crafting seems useless as a moneymaker? Epic crafted items now require a BoP drop, so you can now actually make money from your profession.
        • Hybrid classes and off-specs getting the shaft? There are different versions of the new class armor sets for different specs.
        • Instance runs taking too long? All the new 5-mans are split up into wings a'la SM, so that you can run one in less than an hour.
        • Want epics in 5-mans? Okay, we'll add a heroic mode, but it'll be harder, and you can't expect to go in green quest rewards.
        • Having trouble getting a group? We'll tie entry into heroics to specific reputation grinds which can only be done in instances, so people have incentives to run them.
        • Still having trouble? We'll create an actually useful LFG system, and tie entry into the LFG channel to registering with it (to avoid it looking like Trade - City)
        • Don't have a warlock in your group, or he's out of shards? The summoning stones can summon raid members with only 2 people present.
        • Reputation grinds suck ass? Okay, instead of having one or two factions with everything, and a miserable rep grind (I'm looking at you TB), we'll create lots more factions and make each grind easier.
        • Need an easy source of money? We'll make daily quests you can repeat each day, which give cash (and rep) rewards.
        • You want to fly? Sure.

        Ontop off all of that listening, the technical quality of the software from Blizzard is continually top notch. They've folded in popular mods (Scrolling Combat Text, etc), and there were mentions about built-in VOIP, so voice chat won't be limited to guild runs.

        Really, it's Blizzard as an organization that someone would have to copy to unseat WoW from the fantasy MMO genre, not any specific attribute of the game.
        • Re: (Score:2, Interesting)

          Unorganized instanced PvP too much of a hassle? Have short (on the order of minutes, seconds if you're up against a 'lock) 1v1 - 5v5 arena matches

          Sorry, but this struck me as funny. I'm a level 64 pally, and in the last two days, I've pwned 2 70 'locks. The moment they start to fear, you bubble, Holy Shock, whack 'em a few times, do a Hammer of Justice and a judgement, and watch them cry all the way to the grave.
          • Now why was this moderated as a troll? Did I insult someone's favorite class or something? Sheesh.
          • Re: (Score:3, Insightful)

            Then they're absolute morons. 8 seconds of dps from a pally barely dents a good lock's health- your dps is just too low, and no self respecting warlock with moderate gear has under 10K health. Once that bubble is off, you're toast.
        • World PvP sucks? They added instanced PvP.
          Yes, and Alterac Valley for example is so lopsided that most Horde players simply sit in the cave because the Alliance has the advantage.
          Furthermore, where is the WAR in Warcraft? Hi, remember the games of Warcraft? Remember the epic battles with various seige weapons and vehicles and the like? In WoW? Three years after release almost? Nope, sorry. AV is the closest we get and like I said, it's horrible.

          You miss World PvP? They created world PvP "minigames".
          Ref
      • Well, wrong, actually. EQ2 peaked a lot lower than what EQ still had, never mind its former peak. It _still_ has less players than the old Everquest. (Not saying it's necessarily a bad game, as that's something highly subjective, just that subscription-wise it failed to be the block-buster everyone expected.)

        This, I think, is key. Why do people play MMO's? To quote Sony, 'Live in your world, play in ours.' People are looking for an online world they can enjoy in their free time. So my thought is, why sho
    • Maybe I'm just being cynical, but at this point I suspect WoW will continue to dominate until Blizzard creates WoW2. It's so far ahead of all the other MMORPGs on the market that I don't see anyone being able to displace it.

      I remember them saying the same thing about Ever Quest, that the only thing that could displace it was Ever Quest 2. That didn't turn out to be too accurate. I think WOW will run it's course and then most people will move on.

  • by Anonymous Coward on Wednesday September 12 2007, @12:30PM (#20575695)
    "At Gamasutra, academics including MIT's Henry Jenkins and Ludium's Edward Castronova"
    Hennnnry JEEEEENKINS!
  • Games with Endings (Score:4, Informative)

    by SonicTheDeadFrog (1155815) on Wednesday September 12 2007, @12:38PM (#20575835)
    If I see one more franchise going "MMO" to try to get a bite of the WoW pie, I think I'm going to puke. After playing WoW for five months, grinding to 60 and grinding on "end game" content, I've come to the conclusion that offline games (i.e. games with ENDINGS) are actually a much more rewarding expenditure of time.

    Practically every MMO out there is either a glorified chat room, or a grindfest-turned-second-career because it want's to be WoW without being WoW and all it succeeds in doing is becoming one more WoW or EQ clone and even the most ardent fanboys would have a hard time saying otherwise. The guys doing Warhammer Online claim that even WoW was largely a ripoff of DAoC, and popular though it was, DAoC was not a super smash hit like WoW.

    There's nothing earth shattering about WoW except being in the right place at the right time. It's moronic to speculate on what the next big thing is because it's as likely to be random dumb luck as anything else.
    • Well, there *are* a lot of similarities between WoW and DAoC. Sadly, the one thing that made DAoC rock (the realm vs realm pvp content) isn't really done well in WoW. Sad, because the RvR stuff in DAoC was by far the most fun.
    • WoW isn't about endings - the end game is supposed to be about having fun with friends. Frankly if my friends quit playing I'd quit playing too.
    • Sounds to me like you might like Guild wars. Every campaign so far has a clear defined ending and there is no grinding to do anything but get a special style of axe/sword/bow/armour whatever which is no more powerful than drops have been since mid game (even early game if you play factions). Plus it really breaks the mold in that your build is switchable on the fly (just visit town), so if you're bored of playing your Ranger relying heavily on his bow you can switch to a trapping ranger where you lay down a
  • by Atomm (945911) on Wednesday September 12 2007, @12:42PM (#20575887) Homepage
    No other MMORPG has captured the audience that WoW has. This alone is a reason to study this MMORPG over all others.

    As for upcoming MMORPG's, none of them will command the attention that WoW has. If Lord of the Rings Online couldn't make a dent in WoW, especially given the long, great history of the Tolkien Universe, what chance does any other MMORPG have?

    Warhammer might have a chance to top some of the other MMORPG's like EQ, Eve, AO, etc... But that is only because they copied a lot of the aspects of WoW and present a very similar style of game and universe. Don't believe me, look at the goblins in both games. It's like looking at cousins.....

    So yes, WoW deserves to be studied to understand how they could capture and maintain an audience many times over any of the previous MMORPG's.

     
    • Re: (Score:3, Informative)

      "Warhammer might have a chance to top some of the other MMORPG's like EQ, Eve, AO, etc... But that is only because they copied a lot of the aspects of WoW and present a very similar style of game and universe. Don't believe me, look at the goblins in both games. It's like looking at cousins....."

      I'm not disagreeing about Warhammer's chances against WoW, but that statement made me think of this Penny Arcade:

      http://www.penny-arcade.com/comic/2006/04/10

    • As for upcoming MMORPG's, none of them will command the attention that WoW has. If Lord of the Rings Online couldn't make a dent in WoW, especially given the long, great history of the Tolkien Universe, what chance does any other MMORPG have?

      I don't think it will take a lot of "study" to see that game success has nothing to do with weight of established lore behind it. Just look at the history of Star Trek games. If anything, having a license to an existing "Universe" is a millstone around a game's neck.

      Lot

    • No other MMORPG has captured the audience that WoW has. This alone is a reason to study this MMORPG over all others. . . . So yes, WoW deserves to be studied to understand how they could capture and maintain an audience many times over any of the previous MMORPG's.

      Although the focus of whoever wrote the article is on the Next Big Thing, this isn't necessarily the top priority for scholars. The study of games is more about people than it is about games themselves. Here's Florence Chee from the article:

      • Re: (Score:3, Insightful)

        Absolutely not. Final Fantasy XI was built on an much more successful brand, yet is less successful than World of Warcraft. WoW attracted many, many players that were not only new to the Warcraft franchise, but new to gaming in general.

        The main reasons for its success are, I think, the quick pace of rewards and its friendliness to casual and occasional players. It is possible to have a very rewarding experience in WoW, easily play with your friends, and still "have a life." This isn't really the case for ot
          • Make no mistake, it is possible to lose one's life in WoW just like other MMOs. But other MMOs seem to penalize you for not playing obsessively. WoW, in general, doesn't, although it offers many of the same appeals that cause people to abandon real-world rewards for in-game ones.
  • by WillAffleckUW (858324) on Wednesday September 12 2007, @12:58PM (#20576227) Homepage Journal
    The introduction of the Wii morphs the gamespace possibilities, as do all platform consoles.

    I foresee a day when WoW is replaced by games where you yourself perform the actions of your character, using Wii-mote and nunchuck, to hack slash and parry your way through the world, or use the Wii-mote as a wand.

    When? Probably next gen. So, I would say look for 2009, when the successor to the Wii comes out.

    [caveat - I went to SFU at one point so I'm biased ...]
    • Yeah well, let's wait for the Wii to have any more than a pittance of online features in their games and then we can talk about how they're gonna make the Mario-Zelda-Smash-Bros MMORPG (what, you think Nintendo is gonna make original content?).
        • Not really what I meant. Nintendo hasn't been building out games with online content on them, whereas MS and Sony (to a lesser extent) are heavily utilizing online content and features in many games.

          So, if anyone's gonna do a console MMO other than FFXI, odds are it'll be Microsoft.

          And my point about Nintendo's unwillingness to make original content stands. Even if they did do an MMO, I'm not sure that Mario Party MMORPG is going to take the gaming community by storm (sure hold interest for this guy, th

          • no, my ex who works at MSFT would have heard about it, that's her division.
            • I was not saying that there's definitely one in development or near release. I was saying that if anyone was in a position to do one, it'd be MS, rather than Sony or Nintendo.
  • by (arg!)Styopa (232550) on Wednesday September 12 2007, @01:05PM (#20576391) Journal
    I dunno, it seems like a rather circular statement about the "emerging" field of games studies: "I don't think it is healthy for the field of games studies, which is still emerging, to be so fixated on a single game franchise -- no matter what the franchise. A few years ago, it might have been The Sims or GTA, now it's WoW"

    Doesn't 'emerging' seem to suggest that there is going to be a rather narrow sample size, to begin with? And I don't really fault researchers focusing on WoW; I mean yes, they could grab whatever game is on the shelf, but you have no idea if it's going to be another WoW or if it's going to be Vangers (look it up). I would imagine that anyone in this 'emerging' field would want their results to be reasonably relevant, interesting, and applicable to as broad a field as possible.
    Right now, there's really only one game that hits that mark, and that's WoW.

    For those researchers who are looking for other interesting fields of study in this area, I would make some other suggestions.
    Look at http://www.mmogchart.com/ [mmogchart.com]:
      - The Matrix Online, Asheron's Call, Anarchy Online all have very interesting player number curves. Why?
      - WW2OL has fewer subscribers than most of the 'big name' games and quite a few of the middling ones, yet it seems to be surviving where others are shutting down. Why?
      - Runescape - real MMOG or webgame? Is the distinction important?
      - These various games have a host of pay/play models, what's working, what isn't?
      - MMOGs are in a way the descendants of online mass flight sims - Warbirds, etc. How do flight sim pay/play models compare? User numbers and retention?

    • I have another question to add to your list above:

      How fucking dumb can Sony and LucasArts be to completely ignore their existing fanbase and go ahead with not ONE but TWO game "redesigns" on Star Wars: Galaxies such that the end product was a completely new game? And thus, Star Wars: Galaxies - with a rabid fanbase* and new incoming fans - went from being in the top 3 MMORPGS to virtually non-existent. Which, I guess, actually answers the question I posed :-p

      *I mean, come the frack on... I knew a LOT of peo
        • That's exactly what they were doing. Many of the people I knew in SWG all said the same thing - they're dumbing down SWG to be like WoW. Copying the interface, making the "sandbox" style of play in SWG into the "pick this, you're that, go hit something" WoW play*, and several other things.

          Basically, they saw World of Warcraft eating Star Wars: Galaxies' (and other Sony games) lunch _big_ time and they let GREED rule their game. Instead of refining existing gameplay and stressing the openness and versatility
    • That is true only if we study MMOs which isn't necessarily the case. I study players of FPS games for example. There are also millions of casual gamers too as well as Madden fans and Japanese RPG fans and lots of other segments.

      Even if we stick with MMOs I think a study of the people who have stuck with Star Wars Galaxies or Dark Age of Camelot would be interesting if only to find out why they still play those games (which I admit I have never played myself. I just know that they aren't all that popular i
  • by UID30 (176734) on Wednesday September 12 2007, @01:35PM (#20576845)
    ...my eyes saw "MIT's Henry Jenkins", but my mind read "MIT's Leroy Jenkins".

  • I quit WoW after getting all the gladiator gear and being ranked in the top 10% of the first arena season. Basically, once you get to a certain point there is nothing left to accomplish. The only gear upgrades you can get after a certain point are marginal at best, and require a totally disproportionate amount of time to achieve.

    The next big game will come up with a way to reduce the effect of gradual leveling, then very difficult end-game, then nothing left to accomplish. WoW will be easy to dethrone be
    • That's until some lonely single guy sees a female night elf and begins imagining things.
    • by ajs (35943) <ajs@NosPAm.ajs.com> on Wednesday September 12 2007, @01:29PM (#20576745) Homepage Journal

      That it captured the imagination of anyone. It has certainly attracted the interest of bunch of players, but the game is not imagination-grabbing by any stretch of the... oh you know.
      I think it's safe to say that it's captured the imaginations of players in the sense that it has become one of the most popular Tolkienesque settings in the world. I'm sure that a hefty fraction of the player base were exposed to either WoW or the LoTR movies as their first dose of high fantasy. Now, no one's going to say that the entire game is innovative. It's very much like EverQuest. It's very much like Warcraft. Warcraft was very much like all of the rest of the genre. There's certainly some originality (as a game and as a story), but originality and imagination-capturing aren't always the same thing, especially when something is so popular that it's the first exposure to a genre for so many.
    • by RingDev (879105) on Wednesday September 12 2007, @01:06PM (#20576397) Homepage Journal
      Actually, given the $120 million dollars WoW is pulling in each month, and the number of competitors out there trying to create the next great game, hiring a person who has made it their goal of understanding the psychological, social, and economic drives inside the game, and the same factors outside the game, should be a very high priority.

      I was following a game a few months ago. Solid looking graphics and network engine, decent sounding game engine. It looked like it had some great potential and they had a multi-million dollar budget. But they had absolutely no knowledge about handling their community or managing a MMO, and the whole thing crashed and burned a horrible death. They hired a fan from the forums to become their community rep. Nothing like taking a kid with nothing more than a high school degree and put him in charge of distributing knowledge to packs of rabid fans.

      Had they brought in people with experience in managing MMOs, and people with an understanding of the underlying factors, they would have likely done much better.

      -Rick
      • Actually, given the $120 million dollars WoW is pulling in each month, and the number of competitors out there trying to create the next great game ...

        This is, I think, Blizzard's greatest challenge. They need to continue to innovate incrementally (the way the game did when it was introduced) without holding back because they have a lot of money to lose now. They absolutely will lose the market if they treat WoW like a cash cow and milk it until everyone leaves. Well, not everyone will leave. EverQuest is still out there, and I'm sure WoW will be for many years after it ceases to be popular.

        But I really think that WoW could exist as a popular MMO functio

      • "hiring a person who has made it their goal of understanding the psychological, social, and economic drives inside the game, and the same factors outside the game, should be a very high priority."

        True, but if that person exists today, they're probably not going to be willing to work for a professor's salary; they'll earn the money themselves. More to the point, somebody taking a few years of classes on the psychology of the online gamer is not going to be an expert in the field. That kind of knowledge an
    • by Lemmy Caution (8378) on Wednesday September 12 2007, @02:56PM (#20578133) Homepage
      Your 2-line complaint is based on such a deep confusion, that I need to answer at length.

      First, game studies is not the same thing as a major program in videogame studies. Most of the academics involved in game studies have other home disciplines, whether anthropology, film studies, communications, computer science, sociology, comparative literature, economics, or what have you. Talking about the over-focus on one game or another is a top-level discussion among researchers across disciplines, not a question of what to be teaching undergraduates. Research fields are not the same as undergrad programs.

      Second, I can imagine at some point there actually being an undergrad program in game studies. I know that there are minor programs. Like English or other degrees that don't seem to have immediate relevance, they are usually made far more relevant when mixed with a different graduate degree. An undergrad in game studies who then goes to law school might work on game-related policy, censorship issues, game-dev labor disputes, etc. Another one who then goes to business school might work on game-dev management issues, etc. Another might get an MFA or a CS MS and working on design or programming issues at a high level.

      Games are significant. We're now seeing in adulthood people who grew up with them as their primary entertainment activity. Digital games structure thought, attention and activity differently than any other media before them. They merit study.
    • Hi my name is Bob and I'm a WoW addict. I used to be 3rd in my guild as a level 60 night elf mage. I played so much that I grew these b*tch t*ts...
      When I saw, "Hi my name is Bob," I immediately thought of posting a "Bob has bitch-tits" reply. I'm glad I'm not the only one who remembers that line.

      Oh, and what the **** is with the penguin!?
    • What are you bitching about? A lot of men pay good money to have tits. You got them for a measly $15/month!
    • It's pretty clear to me that the MMORPG has not finished running its course as the leading game genre.

      The single niggest complaint I usually hear about MMORPGs is that what your character does has no real effect on the game world, at best you can get player triggered events that lasts half and hour. If WoW2 or some other well made MMORPG incorporated lasting world changes based on player achievements (ie: a slow replacement of Horde flora and fauna with Alliance flora and fauna) then it would be set to b
    • I don't know if Bliz would actually create the "next big thing" instead of continuing to grow the world of WoW. Releasing WoW v.1, v.2, etc. in terms of new content being released every year/few years seems to be the better move. It's in their interest to keep everyone in one world and one billing system. If you have two products, people will always feel that their product, Product A, is getting less developer attention than new, shiny Product B. Rather than getting people to switch to the new product, Prod
    • It sounds like Blizzard just needs to not release a sequel to WoW.

      EQ2 and AC2 just divided their respective player bases. With the remaining communities being too small to sustain an MMO, players moved on to other MMOs. Its an easy choice for someone who has already quit the original MMO in the series to move to a wholly new franchise.

      If Blizzard just keeps releasing expansion packs, then they will maintain their momentum. Its certainly not agood way to be innovative, but they want to keep those monthly sub
    • Just pointing out that Blizzard software has been around for some time - the Diablo (I and II), and the original "Warcraft" games (I, II, and III) illustrate the fact that "content" has always been "king"

      Its a shame I already posted, so I can't mod this up. Blizzard's success is at least as much of an anomoly in the gaming industry as WoW's. Every game Blizz has released after their first has been a huge hit. Nobody else in the industry has a track record like that. Heck, nobody in the entertainment industr

    • I think much of this comes from the "I enjoy this, you should too" mentality.

      You could say the same thing bad about someone's favorite hobby, and I'm sure they would defend it just like people defend their own MMO -- b/c it is a hobby for many.

      For others, a MMO is some sort of justification of their existance. "Oh, I killed the big bad mega-boss, I'm awesome, will you date me now?".

      Even withing each MMO there are different levels of dedication and the same sort of 'tribes'.

      I play FFXI, I don't deny it. In
      • "On the contrary, I believe that entertainment, especially in gaming, is a very good thing to be studying."

        Indeed. I think one things people forget is that GAMES MODEL WORLDS, either abstract or based on portions the real world. Games are SIMULATIONS, so saying we shouldn't study games is like saying we shouldn't investigate the natural world. Games and the real world have a lot in common, one is based on pure digital information, the other more solid 'physical' world.