MODERN HISTORY OF THE VIDEO GAME BUSINESS

MODERN HISTORY OF

THE VIDEO GAME BUSINESS

MODERN HISTORY OF THE VIDEO GAME BUSINESS

Gamecraft is a limited series about the modern history of the video game business.

Gamecraft is a limited series about the modern history of the video game business.

Gamecraft is a limited series about the modern history of the video game business.

Season 1

Episode 04

The Forever Games

Mitch and Blake discuss how the rise of games-as-services has privileged durable, long-duration play-patterns -- leading to the modern idea of the "Forever Game" which can persist for decades.

Description

Mitch and Blake discuss how the rise of games-as-services has privileged durable, long-duration play-patterns -- leading to the modern idea of the "Forever Game" which can persist for decades. Mitch outlines his five attributes of long-term engagement and provides examples of each from games like Ultima OnlineWorld of WarcraftAge of Empires, and League of Legends.

They look at the two distinct strands of long-duration play that emerged in the 1990s -- the massively-multiplayer online role-playing game and the session-based online competitive game -- and how those genres evolved and cross-pollinated to produce multi-billion dollar online games that have remained viable for a decade or more.

Transcript

-

Season 1

Episode 04

The Forever Games

Mitch and Blake discuss how the rise of games-as-services has privileged durable, long-duration play-patterns -- leading to the modern idea of the "Forever Game" which can persist for decades.

Description

Mitch and Blake discuss how the rise of games-as-services has privileged durable, long-duration play-patterns -- leading to the modern idea of the "Forever Game" which can persist for decades. Mitch outlines his five attributes of long-term engagement and provides examples of each from games like Ultima OnlineWorld of WarcraftAge of Empires, and League of Legends.

They look at the two distinct strands of long-duration play that emerged in the 1990s -- the massively-multiplayer online role-playing game and the session-based online competitive game -- and how those genres evolved and cross-pollinated to produce multi-billion dollar online games that have remained viable for a decade or more.

Transcript

-

Season 1

Episode 04

The Forever Games

Mitch and Blake discuss how the rise of games-as-services has privileged durable, long-duration play-patterns -- leading to the modern idea of the "Forever Game" which can persist for decades.

Description

Mitch and Blake discuss how the rise of games-as-services has privileged durable, long-duration play-patterns -- leading to the modern idea of the "Forever Game" which can persist for decades. Mitch outlines his five attributes of long-term engagement and provides examples of each from games like Ultima OnlineWorld of WarcraftAge of Empires, and League of Legends.

They look at the two distinct strands of long-duration play that emerged in the 1990s -- the massively-multiplayer online role-playing game and the session-based online competitive game -- and how those genres evolved and cross-pollinated to produce multi-billion dollar online games that have remained viable for a decade or more.

Transcript

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© 2024 Gamecraft

© 2024 Gamecraft

© 2024 Gamecraft