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

Posted Fri, May 02, 2008 by Shayalyn

Let's See How Far We've Come

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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