Wondering where the audience went? Here's a chart showing current membership in Massively Multiplayer Online Games
. Folks are paying ten-twenny bucks a month to immerse themselves in fantasy worlds. Of course, when I say "folks," I mean, of course, "twelve-year-old boys," and when I say "twelve year old boys," I mean, of course "20-something men without girlfriends."
Via What Fresh Hell Is This
, which is about both computer games and screenplays.
Thanks for the link, Alex!
While you only need to go to E3 or tune into G4 to have the gamer stereotype validated, the online games demo is changing.
World of Warcraft's 6 million registered users may not yet be mass market, but I guarantee there are many more women and folks over 35 playing that than ever played, say, EverQuest.
Casual and mobile games are the segments to watch: Yahoo! Games' 22 million visitors per month is just the beginning.
On another note, as you mention in your post about Bill C. and webisodes, online media provides all sorts of interesting new opportunities for writers, from games to original TV shows.
The International Game Developers Association's Writing SIG has a white paper on game writing up on their site: http://www.igda.org/writing/
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