MMOs and Success

Last post I mentioned that I had come to the conclusions that MMO's would actually increase in market share and as part of gaming.  I believed this was due to the social nature they provided, the persistent and expanding content elements, and the financial benefits.

Though companies still need to make sure they reach enough people to take advantage of this success.  There are things that can remain undone – or done badly – that could slow successes of their products.  So what do I feel MMO's need to do to take advantage of a market that's in their favor (and not do it wrong)?

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Why MMO’s Have an Even Brighter Future

I mentioned in a recent post that I'd been looking to purchase a new video game, and decided to wait for some titles because of the social effects of playing them – how I could share them, be part of a launch phenomena, etc.  This let me to further speculate on games with specific social aspects – namely, MMOs.

To put it bluntly, I think in today's age, MMO's are poised to do not only good, but better than they have.  I suspect as time goes on they will expand their hold on the market and onto multiple devices.

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Late Breaking Geekery

A few important items

Sony may pull it's music from iTunes, and it's game ideas appear to be a way to compete with Apple.  Of course as we saw Apple is looking into games.  This sounds like a suicidal move on Sony's part, but makes some sense if they want their own ecosystem.

A look at why Nokia's plans with Microsoft may not solve its problems.  I agree the organizational choices don't sound prime, it sounds like splitting to try and get the best out of all markets – with no unified strategy.  I'm starting to think Microsoft is taking advantage of Nokia.

Steven Savage