Modern Warfare 2 and community games

the games are changing. Yes, I’m sure it’s been said over and over again. “Check out Super Mario Brothers, games are changing.” However, “look at this Natal Project, the game is changing.” And now as before, the games are changing. The gaming community is changing. Today, at least for me, it seems strange to play a game alone without a friend by my side or an online one charging the front with me.

This says a lot. Game developers are certainly aware of the community desire in games. We have in-game squads, private parties, headsets. I have friends on my PlayStation 3 that I’ve never met in person before, but have laughed a lot with and played with for hours. The game I see continuing this trend is Modern Warfare 2, which is due out this November. Infinity Ward’s Call of Duty 4: Modern Warfare made quite a splash in 2007, creating an online community that continues to be as strong as it was at launch, due in no small part to the release of DLC. This is where publishers are looking forward to a “long-term” publishing model. EA Games continues to release free DLC for his 2008 release Burnout Paradise. Gamers paying $60 for a title are expecting more than just the base game, whether they have to dish out a couple bucks or not.

These signs of a growing sense of community play are encouraging. If publishers keep the customer in mind (like any good business should), then the players will continue to show loyalty to the franchises. Going forward, publishers like Activision have to do one thing for a great title like Modern Warfare 2: defend it. Continue to develop DLC and nurture the already active online following the franchise. The result: loyal followers who will continue to buy your content. The old publish and continue model no longer applies.

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