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Entries in social gaming (2)

Tuesday
Aug182009

Analyzing an Evolving Personal Perception of MMO Culture Through a Multiboxing JPEG  

Six (or seven) computers, seven monitors, two sets of speakers, three keyboards, two mice, and twoLa – Z – Boys– a personal garden of Eden for two (lucky?) gamers. Monetary value of each setup? Thousands.

(insert witty jab at those dirty and unsociable MMO gamers here)

Six or seven years ago, back when my gaming budget was my only “bill” and graduation represented the first step in a flawless plan to “conquer the world,” this image might have served as inspiration for a similar, but more cobbled-together, setup. I would’ve substituted out the PCs and World of Warcraft with Xboxes and Halo, capitalizing more on my console eccentricities. At the time I mostly remained an MMO virgin (there was this time with Everquest and I didn’t really know what I was doing and…it doesn’t count).

Read more at IPR's Multimedia Blog.

Thursday
Jul232009

A Need for MMO Social Networking Interoperability

I'm very, very fucking tired of creating a new list of friends from scratch every time I play a new MMO. It's time consuming and (it should be) unnecessary.

Standing once again on a soapbox provided by MMOHUB, I expanded on the subject.

Here's an excerpt:

"We, as in every consumer and company in this mixed-up industry, need MMO social networking interoperability. Playing in an MMO or inhabiting a virtual world can sometimes feel like an isolated and very private experience without the company of friends. By creating a universal platform or unifying friends lists into easily transferable data, each end user will find greater value in the social online experience, potentially leading to an increased number of hours logged each session. Word of mouth could also spread faster, but that's both good and bad for developers and publishers."

Full article can be found here.