Games That Never End -What makes Massive Multi-player communities tick.

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Games That Never End
-What makes Massive Multi-player communities tick.
Two facts that summarize the casual gaming 'scale' in the year 2010.
1. Over 11.5 million people pay $15 a month to play World of Warcraft.
2. FarmVille has more monthly users than the population of France.
Two reasons why they're so big:
1. They never end
These 'games' are not like Tetris or the other typical games you grew up with. There isn't a traditional score board, nor a series of levels that get more and more difficult. These games rely on a different formula—non-linear, winding story lines that go never seem to end. Instead, these games are more inviting to play with. More casual. Your plant only gets bigger, your character a little stronger each day. If you stop playing, the game continues...without you. It has the key, emerging element of easy "pickup and playability". Can you really put an end to a war between two races? Or an end to an herb garden?
2. They're Relationships
The game needs you to work and you need the game. Warcraft has redefined what it means to have a solid partnership with consumers by developing the best subscription-based partnership in the business. As users jump in and out, the game changes based on their individual roles and interactions. Much like the real world. In essence the game is never the same two days in a row so to speak. The players create the experiences, the game simply provides the environment or gateway for participation and constant evolution.
Subscribe to Tomorrow @ www.theemergingtimes.com
-What makes Massive Multi-player communities tick.
Two facts that summarize the casual gaming 'scale' in the year 2010.
1. Over 11.5 million people pay $15 a month to play World of Warcraft.
2. FarmVille has more monthly users than the population of France.
Two reasons why they're so big:
1. They never end
These 'games' are not like Tetris or the other typical games you grew up with. There isn't a traditional score board, nor a series of levels that get more and more difficult. These games rely on a different formula—non-linear, winding story lines that go never seem to end. Instead, these games are more inviting to play with. More casual. Your plant only gets bigger, your character a little stronger each day. If you stop playing, the game continues...without you. It has the key, emerging element of easy "pickup and playability". Can you really put an end to a war between two races? Or an end to an herb garden?
2. They're Relationships
The game needs you to work and you need the game. Warcraft has redefined what it means to have a solid partnership with consumers by developing the best subscription-based partnership in the business. As users jump in and out, the game changes based on their individual roles and interactions. Much like the real world. In essence the game is never the same two days in a row so to speak. The players create the experiences, the game simply provides the environment or gateway for participation and constant evolution.
Subscribe to Tomorrow @ www.theemergingtimes.com
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- groups:
- Gaming
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- tags:
- Marketing, MMO, michael ferrare, the emerging times