[slime-cvs] Xg Real Va'l1um, X.A~nax, L.Ev.itra..S, , 0ma..M`uch M0re.....
ezra garlinger
ewixsontram at st-davids.net
Sat Jul 17 14:01:55 UTC 2004
dofollowcb , dspactivehandler acia -
Amer-ic.'a Pha__rm~^ & 0ve,`rni~.ght Deli-ver
I.colpos B http://ebobaa.mub.taxis7479rx.us/f74/
Eventually, the infatuation subsided and Gurguiatu decided to go public
with his story.
MMO games are notoriously hard to develop, much harder than traditional
shrink-wrapped, single-player video games. Most MMOs create huge online
worlds where thousands of players, each sitting in their homes, interact
with each other -- exploring, trading and pillaging. The business premise to
game companies is enticing: Players have to a copy of the game for about
50 at a retailer, then pay an additional monthly charge of 10 to 15 to
gain entrance to the virtual world. But the companies have to pay a lot of
attention to keep the online environments compelling and the players
interested. And things that single-player games don't need as much -- like
customer support and service -- are key to keeping subscriptions active.
applicac2persona28kuotu,ryuutoug sieka.
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