Blizzard are buoyant today with news that its massively multiplayer online RPG World of Warcraft has notched up two million subscribers. That such a large slice of the game-buying public are willing to pay a monthly subscription fee is testament to what big business MMORPGs have become. But fans of the games are discerning as to how they wile away extremely lengthy periods in their lives. While WoW lured many of them away from EverQuest, the more cynical, less polished Star Wars Galaxies has fallen by the wayside.
But on the very day that Blizzard published its figures, the game gets another mention in a sad story from Korea, reporting that while a young couple played WoW in an internet café, their unattended baby suffocated to death. The Yus left their house in the afternoon with the intention of playing a quick game, but got carried away and returned home at 9PM to find their daughter dead. MMORPGs are more popular in Korea than anywhere else, where the addiction to the games has given rise to real problems. So lucrative is the market for characters and items that real-life crime can be generated by the demand. And in 2002 a 17 year-old gamer died after playing Diablo II for 22 hours straight.