MMO Growth deadly to communities
So I was thinking about this the other day while in traffic. One of the large contributers to the size and vitality of the early UO community was the total lack (and slow growth for the first few years) of competing products. As the market grew, and continues to grow the community size dwindles down into .. well.. nothing really.
I’m sure there are other factors in the decline of the Ultima Online community, but I’m dead sure the huge selection of current MMOs has alot to do with it.
People say PK’ing and griefing “killed” UO. I’m convinced its the other way around, carebear options and the *easy way out* (ala EQ no non consented, WoW no risk, etc) generation of MMOs gave people a quick escape from their UO problems, rather then forcing them to band together and create vibrant alliances and organizations to combat the mutual threat. I look back to days like 1997 and 1998 and see more then just the glory days of the UO community. I see MMO communities at their best, and unfortunately I see their untimely demise. =/
BulletBait's Blog : Kal Ort Por » MMO Growth deadly to communities Said,
July 18, 2007 @ 4:34 pm
[...] Kal Ort Por » MMO Growth deadly to communities Here the UO community is specifically mentioned, but it is not the only group of communities to die out due to the MMO trend. Many real gaming communities have gone the way of the dodo due to these games as well. Not all have disappeared completely, but many have dropped off due to players opting to stay home and play online instead of dragging their computer down the street. Source: http://www.prcnetworks.com/blog/?p=12 [...]