Friday I mentioned that while I didn't think Facebook games per se were bad, I wasn't willing to pay the social cost of spamming my real life friends or getting my real name associated with my gamer identity. Over the weekend I realized that social cost might not just be an issue with Facebook, but could have an impact on every multiplayer game. Basically in any social structure, including guilds, the benefits are balanced with some form of social cost. For example loyalty is a social cost to th
World of Warkraft...
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