(Also posted on WoW forum)
NYT on WoW
An Online Game, Made in U.S., Seizes the Globe
By SETH SCHIESEL
Published: September 5, 2006
SEOUL, South Korea ? At 10:43 p.m. one recent Saturday, in a smoky basement gaming parlor under a bank in this sprawling city?s expensive Daechi neighborhood, Yoon Chang Joon, a 25-year-old orc hunter known online as Prodigy, led his troops into battle. ?Move, move!? he barked into a microphone around his neck as a strike team of some 40 people seated at computer terminals tapped at keyboards and stormed the refuge of the evil plague lord Heigan, fingers flying.
As Mr. Yoon?s orders echoed from speakers around the room, Heigan reeled under an onslaught of spells and swords. In six minutes he lay dead. The online gaming guild called the Chosen had taken another step in World of Warcraft, the online fantasy game whose virtual, three-dimensional environment has become a global entertainment phenomenon among the cybersavvy and one of the most successful video games ever made.
Less than two years after its introduction, World of Warcraft, made by Blizzard Entertainment, based in Irvine, Calif., is on pace to generate more than $1 billion in revenue this year with almost seven million paying subscribers, who can log into the game and interact with other players. That makes it one of the most lucrative entertainment media properties of any kind. Almost every other subscription online game, including EverQuest II and Star Wars: Galaxies, measures its customers in hundreds of thousands or even just tens of thousands.
NYT on WoW
An Online Game, Made in U.S., Seizes the Globe
By SETH SCHIESEL
Published: September 5, 2006
SEOUL, South Korea ? At 10:43 p.m. one recent Saturday, in a smoky basement gaming parlor under a bank in this sprawling city?s expensive Daechi neighborhood, Yoon Chang Joon, a 25-year-old orc hunter known online as Prodigy, led his troops into battle. ?Move, move!? he barked into a microphone around his neck as a strike team of some 40 people seated at computer terminals tapped at keyboards and stormed the refuge of the evil plague lord Heigan, fingers flying.
As Mr. Yoon?s orders echoed from speakers around the room, Heigan reeled under an onslaught of spells and swords. In six minutes he lay dead. The online gaming guild called the Chosen had taken another step in World of Warcraft, the online fantasy game whose virtual, three-dimensional environment has become a global entertainment phenomenon among the cybersavvy and one of the most successful video games ever made.
Less than two years after its introduction, World of Warcraft, made by Blizzard Entertainment, based in Irvine, Calif., is on pace to generate more than $1 billion in revenue this year with almost seven million paying subscribers, who can log into the game and interact with other players. That makes it one of the most lucrative entertainment media properties of any kind. Almost every other subscription online game, including EverQuest II and Star Wars: Galaxies, measures its customers in hundreds of thousands or even just tens of thousands.