MMObility: How the mobile market is trying to change MMOs
Posted by Massively [HTML][XML][PERM][FULL] on 5 April 2013, 12:00 pm

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Real Racing 3 screenshot
My brother called me the other day to tell me that he had just beaten me in Real Racing 3, an EA title that has drawn some criticism for its use of microtransactions. I enjoyed the heck out of the game, and it seems that EA is not worried about the criticism thanks to the overall positive response to the title. I asked my brother about the in-game purchases and he didn't really know what I was talking about. It was only more evidence that the rest of the market -- especially the huge mobile market -- doesn't really appear to care about persistent worlds or immersive lore. The fact is that pseudo-MMOs or games that are barely on the edge of MMO are MMO enough for many people, even people like my brother, who is no stranger to MMO gaming and has spent years in and out of World of Warcraft raiding and leveling.

I was going to write about a game called Raft Pirates for this column, but when I started to look at it, I realized that it didn't quite seem like a "real" MMO, and so I asked the developer to define the game for me. The response I got back only added to my confusion about where the mobile market is going. So in today's MMObility, I want to continue the discussion I started last week, but this time I'll like to look at how the mobile market is keeping things muddy.

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