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Mon Macutay (GM Tristan), Marketing Manager for Level Up Philippines, on online games, MMORPGs, Gamer Babes, Level Up and Infotech. News, reviews and more!

Author: gmtristan

Online Games and Social Networks

Posted by gmtristan Sunday December 23 2007 at 2:43AM
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As part of the online gaming industry, my team and I are constantly trying to solve an elusive mystery - should online game developers (or publishers) create their own social networks? Or should they just play with the big boys, Friendster, Orkut, Myspace, Multiply and Facebook (to name a few)?

According to Matt Slagle, who wrote a piece on USA Today, “Social and gaming networks, once considered polar opposites, are cross-pollenating as online interactions replace prime-time TV and other, more traditional media experiences”.


ZoOoO writes:

i think what the article describe is already happening for a long long time, since mmo games kicked off actually, and i am not thinking about wow

They?re less about skill levels and escapism and more about joining friends and strangers in virtual spaces where chatting, comparing fashions, going dancing — and, yes, slaying monsters

people already are doing such a things since  a few years ago at online games, many people don't embrace the competitive part of the game, but the social network that those games create, many people dont play a "wood elf" at vanguard to became a wood elf, but,. rather to expand their personality into the avatar they just create.

 I`ve never played Kaneva but i played a few other games, and i joined strong "rol/rpg guilds" at those games, what the article described, i`ve seen it already, not ground breaking at all


I run around and act like a 40-year-old person. I have my little clan we hang with. What people will say is more interesting to me,? Hicks, of Columbia, S.C., said of her preferred game

that's exactly what thousands of people playing fantasy/sci fci online games are doing every second at any given online game

Headline is

Online games meet social networking tools

I would say, online games were among the first social networks created at Internet, so the headline is totally misguided, we already played online games, and build up communities long before Web 2.0 arrived it


What is really interesting about the article, is the way some developers are changing the business concept, from a monthly payment, to a "in-game buying goods using real money"  and again, nothing ground breaking, Koreans already adopted such a business concept at most of their "f2p" grind fest online games, even games as Fury released not even 2 months ago, are selling in-game gold, that's a new wide open way to get extra income and a effective way to handle Chinese gold farmers


"Social and gaming networks, once considered polar opposites..."

such ignorance sentence to start the article can enlighten us/you about the knowledge the journalist maybe has about online games and the roots of those.


so answering your question about

should online game developers (or publishers) create their own social networks? Or should they just play with the big boys, Friendster, Orkut, Myspace, Multiply and Facebook (to name a few)?

Developers should help out, if possible to create/develop social networks for gamers, however, gamers, often set their own social-networks, via forums as such, to share among other players their view of the game, atm, such effort, is not truly recognized,

i think we all know some places (forums) about X game, wide open popular and often use it for many people from x game, normally core gamers, places where you can dig out any particular info related to the game, places often, avoid for developers just because they don't represent a huge part of the gamers population.

 Article mention TV, a few years ago, not getting a high "share" was synonym of failure, with the raise of cable/satellite TV, ( and Internet of-course)and having hundreds more of TV channels, the concept of share has changed, getting a "high share" is way to difficult to and is not longer a valid measure, however, having a faithful audience even if it does not scope millions , is a valid way to measure how good is doing such a TV program

 Such approach should be now also use it by online games developers, paying more attention to small details coming out from small but faithful players communities, in order to expand their games.

 Letting such a knowledge be handle by "monsters" as Myspace, FaceBook ...... would a failure, and  a lack of will by their part.


Sun Dec 23 2007 6:45AM Report
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Tue Dec 25 2007 3:44PM Report writes:
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