Online swords 'n' sorcery games like Ultima Online and EverQuest once settled for cult followings. But World of Warcraft—the half-game/half-community in which thousands of players cooperate and compete in the same virtual world—turned the genre on its head by luring a massive audience. The game has attracted more than 7.5 million users worldwide—most of whom pay $15 a month to play—and its success has devastated the competition. The New York Times covers Warcraft, and South Park lampooned it. It's a shame, then, that the first massive online game to break into the mainstream is so horribly flawed.
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