Updated Mon, Jan 26, 2009 by Cody Bye
So when I eventually found myself playing massively multiplayer online games, I was caught between a rock and a hard place. In the earliest MMOs, trying to “win” meant that you were the hardest of the hardcore. To win at an MMO like EverQuest or Ultima Online or Final Fantasy XI, you might need to raid fifteen hours a day, go to work to pay your rent and/or subscription fees, get an hour of sleep, then be at it again. Between my family, social, and job-related activities, I’ve never had an extremely open schedule, so being an elite member of the MMO community was never an option. Ultimately, my competitive spirit was quashed by the very nature of MMO design.
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