Analysis of the current situation in the field of the game industry shows that at the
same time, new multiplayer environments give opportunities for interaction forthousands of simultaneous players. In January 2003 a record number of 120,000 users
simultaneously played EverQuest an online role-playing game. Its producer SONY
“celebrated” a huge success when 430,000 subscribers joined the game last year
[Rowan, 03]. EverQuest has a Command Central at their San Diego office where their
150 full-time customer service staff wander about the virtual game world assisting
players, creating scenarios, conflicts, etc. It means that there is a huge interest of
people in “collaborative” playing