virtual world of seven million

The New York Times ran a story yesterday on the global success of World of Warcraft, a massively multiplayer online role playing game with some seven million players. It seems unlikely that this is merely a passing fancy. On the contrary, Warcraft is one of the most successful entertainment ventures around. What does this mean for entertainment, online communities, architecture? Right now it seems too soon to tell although its safe to say that MMORPGs will be one of the big stories of the second half of the decade.

The New York Times ran a story yesterday on the global success of World of Warcraft, a massively multiplayer online role playing game with some seven million players. It seems unlikely that this is merely a passing fancy. On the contrary, Warcraft is one of the most successful entertainment ventures around. What does this mean for entertainment, online communities, architecture? Right now it seems too soon to tell although its safe to say that MMORPGs will be one of the big stories of the second half of the decade.