Op/Ed: From 2004 to 2008: What Have We Learned?

Let's See How Far We've Come

Let's See How Far We've

Since World of Warcraft was released in 2004, a vast number of things
have changed in the MMOG industry. Our games have become more
sophisticated, and our social interactions more integrated into our web
personas. The changes have been at once subtle and drastic, and Ten Ton
Hammer's Garrett Fuller weighs in on these changes and what may
continue to change in the future.

The social aspect of MMOs is the largest factor that
these games offer.
Guilds have taken on a life of their own and now collectively travel
from one game to the next. Remember your five person RPG group years
ago to meet and play D&D, well now you have groups with
hundreds if not thousands of members. EVE Online has seen their
Corporation system grow into an all out warfare in space. The
Corporations themselves have grown into powerful influencers on EVE and
really add to the game's overall design.

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About The Author

Karen is H.D.i.C. (Head Druid in Charge) at EQHammer. She likes chocolate chip pancakes, warm hugs, gaming so late that it's early, and rooting things and covering them with bees. Don't read her Ten Ton Hammer column every Tuesday. Or the EQHammer one every Thursday, either.

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