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Today's MMOs seem to fall into one of two categories: Games seeking a long-term audience that require long-term commitment on the part of developers and games seeking to entertain millions for short periods of time that require short bursts of development. In today's Devil's Advocate, we look at the way games seem to be getting developed these days. Read on and then leave your thoughts in the comments.
The demographic among gamers who play online has shifted. Instead of a few thousand people playing Everquest, you now have a couple of million people spread across a ton of online games. This means that the original targets that existed to maintain a game’s “safe” status have shifted, as new games get a burst of players following launch, and is then followed by a decline of players over time due to a variety of other factors, such as boredom with a game or more games popping up, until a game settles into its realistic set of general numbers of people playing and paying subscriptions.
Read more of Victor Barreiro Jr.'s The Devil's Advocate: Game Vision and Paying for It.