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The Escapist - Boutique MMOGs & The Industrialisation of Play

by Inauro, 2006-12-12 21:37:18

The latest edition of The Escapist has two articles that may be of interest to our readers.

Boutique MMOGs by Allen Varney

Imagine, for discussion's sake, that you don't have $50 million, so you can't build and market a full-scale World of Warcraft massively multiplayer online game (MMOG) clone. Suppose, too, you don't have rock superstar Bono on speed-dial, and unlike BioWare/Pandemic Studios, you can't finance your new MMOG through his $300 million Elevation Partners holding company. To get still more outlandish, let's say you cannot easily lay your hands on a paltry $3 million - no, really, work with me here - so you couldn't even produce a smaller-scale "casual MMOG" like Puzzle Pirates or Gaia Online or Dofus. Assume, hypothetically, you - just you, together with maybe two or three other indigent programmers - have six months of savings and a budget in the low four figures. How would you create and market a full-featured MMOG?

The Industrialisation of Play by Shannon Drake

To the real world, Julian Dibbell is a contributing editor for Wired, with other work appearing in New York magazine, Feed and Topic. To the hardcore MMOG player, though, Julian is one of Them: a gold farmer, someone who plays an online game for hours upon hours only to sell the loot he picks up for real-world money. He documented his farming experiences on his website, and then wrote a book about it called Play Money: Or How I Quit My Day Job And Made Millions Trading Virtual Loot. I sat down with Dibbell to get an idea of what the MMOG industry's Devil would say about his book, farming and the industry in general, given an open mic.

 

 


Source: The Escapist

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