1. 'Little' Games Get Huge
All year long there's been a growing swell from the 'underbelly' of the Massive gaming scene. While people focus a lot of attention on World of Warcraft and other AAA titles, games like Runescape and MapleStory have quietly been accruing huge numbers of players. While those numbers have been building for some time, it feels like this is the first year that commentator in and out of the industry have realized the full import of these games. WoW may be an 800-pound gorilla, but Runescape's million-plus player base isn't a housepet either.
What's especially interesting is how the success of these 'small' titles mirrors a warming attitude toward imports in the states. MapleStory is easily the highest profile of these, claiming over 3 million subscribers in North America since its launch here early this year.
As the concept of free-to-play games gained popularity among the web-savvy teen and 'tween markets, 2007 saw an explosion in 'garage-coded' games going big-time. Maid Marian's Sherwood Dungeon might the most noteworthy of these games, all done done on the cheap, in Flash, and hitting huge numbers of players.
This was also the year that saw virtual worlds hit the big time. Whether we're talking about the over-hyped Second Life, the announcement of Metaplace, or the under-rated Club Penguin, social online experiences have definitely become front-page news. Killer apps like Webkinz and BarbieGirls pushed the folks who wouldn't necessarily identify with swords and sorcery into an avatar, and primed them for future (subscription-based?) online exploits.
Lessons to learn: Graphics aren't everything. Free is the best price. Chat is one of the most important part of MMO game design.
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