Blizzard is also a business under siege: an object lesson in how gaming’s old guard is facing new pressures. With tens of millions of monthly users of its products, the studio is one of the most important brands in gaming, an industry whose nearly $200 billion in annual revenues exceed those of the global box office and the recording industry combined. But Blizzard Entertainment is trying to show its sociable side these days. Earlier editions are notorious for beckoning a certain kind of player-typically male-to hunker down alone in marathons of virtual hacking and slashing, immersed in a simplistic fantasy in which might makes right and women wear bikini-like armor. The kindness was appreciated if incongruous: The world of Diablo is violent and lonely, a classic example of the hard-core-gaming experience. Check out more from this issue and find your next story to read.
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