Abstract
The MMOG (or Massively Multiplayer Online Game) has become one of the most successful types of videogames in the last years. Due to the massively online access, one of its main features, the MMOG develops a whole series of communicational strategies, which have completely transformed the videogame industry and the player models. This paper aims to analyse the production and sale processes (development, release and upkeep) of this type of games through an interview made to Sebastian R. Streiffert, Community Manager of the videogame Aion.
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OTROS RECURSOS ON-LINE
NCsoft: http://www.ncsoft.com/global
Aion Online: http://na.aiononline.com
Forsaken Labs blog: http://blog.forsakenlabs.com
MMOData.net: http://www.mmodata.net
MMOGCHART.COM: http://www.mmogchart.com
Massively: http://www.massively.com
MMORPG: http://www.mmorpg.com
VIDEOJUEGOS CITADOS
Aion Team Development (2008): Aion. Ncsoft.
ArenaNet (2005): Guild Wars. NCsoft.
Blizzard Entertainment (2004): World of Warcraft. Blizzard / Vivendi Universal.
NCsoft (1998): Lineage. NCsoft.
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Copyright (c) 2009 Alberto Hermida Congosto, Javier Lozano Delmar