The web and the gaming industry have both changed significantly since World of Warcraft was unveiled. So how is it still the most massive of all the multiplayer online role-playing games?
I was surprised to see it in Entertainment Weekly, which I assumed was predominantly geared towards movies and Hollywood celebrity. It’s nice to see that a mainstream article tackle (or at least attempt to) some of the darker implications of WoW. The addiction part was refreshing, but I would’ve liked to see a little more attention on the “shitty human being” side that the games are so great at facilitating these days.
But, good read, regardless of that.