That might make a good player rage," he said on a stream this week. "I took the time to farm 999 wood, by golly I wan na na utilize it!"
Given the huge popularity of Battle Royale games generally -- from"Fortnite" into"PlayerUnknown's Battlegrounds" and beyond -- it
makes sense that Epic wishes to fortnite materials keep on evolving its own game. If"Fortnite" remains the exact same forever, it dangers boring
players and finally losing themif"Fortnite" changes too much, it risks alienating players and finally losing them. We'll see how
it plays out in the coming months as Epic implements changes for"Fortnite."
The truth about gaming disorder, from Fortnite into World of Warcraft
Gaming disorder might be buy fortnite items a recently recognised condition, but disordered gaming is anything but new. In 2010, a Korean couple was
arrested for fatal child neglect spurred by an obsession with all Prius Online. Five years earlier, another Korean man collapsed
and died after a 50-hour session playing StarCraft within an internet cafe.
From the west, World of Warcraft, released in 2004, was among the first games to trigger addiction narratives from the mainstream
media, with the match blamed for causing faculty students to drop out of university and others losing careers and families.
What has changed this time around is partly a matter of scale. World of Warcraft spanned in 2010, six years after launch, with 12
million readers worldwide.Fortnite, published under a year ago, has more than 10 times that in 125 million.
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