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The first generation of online games: 1969-1977
  Game features: 1, non-continuous, reboot your machine game related information that will be lost and therefore can not simulate a continuous development of the world; 2, the game can only be on the same server / terminal within the system implementation, system operation can not cross.
  The first real online game can be traced back to 1969, when the 瑞克布罗米 the PLATO (Programmed Logic for Automatic Teaching Operations) system, the preparation of a product called "Space Wars" (SpaceWar) of the game, the game to eight years ago was born in the Massachu_set_ts Institute of Technology's first computer game "Space Wars" as the blueprint, the only difference is that it can support two remote connections.
  PLATO is the oldest and most famous in history for a distance education system, from the United States, Illinois, Urban, University of Illinois Farm Development in the late 60s of last century, its main function is to provide students with different educational levels of high the quality of distance education, it has a huge library of courses, which can create hundreds of course, you can record each student's learning progress. PLATO is the first _set_ of time-sharing system, which runs on a mainframe instead of micro-computer, so it has more processing power and storage capacity, which makes it can support both online greatly increased. In 1972, PLATO at the same time the number has reached more than 1,000 online.
  Those years, PLATO platform appeared in a variety of different types of games, including a small part is for students to entertain the stand-alone game, and the most popular is the multiple remote terminals in an online game between These online games online game is the prototype. Although the game is a subsidiary of PLATO features, but shared memory area, standardized terminals, high-end image processing and central processing capacity, the ability to respond quickly and so well that PLATO can support the operation of online games, so in the next few years, PLATO has become a hotbed of online games early.
  PLATO system, the most popular game is the "Holy One" (Avatar) and "Empire" (Empire), the former is a "Dungeons & Dragons" _set_ of online games, which is an order to "Star Trek" for the Background of the online games. The vast majority of these games programmer in his spare time wrote and published for free, they just want their games to get everyone's approval. Of course, some game developers get through their own income, but usually only a few cents per hour, and had to be allocated among the several authors.
  Interestingly, 1969 also was ARPAnet (Advance Research Projects Agency Network) was born in the year. As we all know, ARPAnet was the U.S. Defense Advanced Research Projects Agency developed the world's first packet-switched network, which directly contributed to the success of the Internet and Transmission Control Protocol (ie TCP / IP) was born.
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The second generation of online games: 1978-1995
  Background: A number of professional game developers and publishers began to move into the online games such as Activision, Interplay, Sierra Online, Stormfront Studios, Virgin Interactive, SSI, and TSR, etc., have at this stage tentatively entered this emerging industry They and GEnie, Prodigy, AOL and CompuServe and other operators, launched the first online game with universal significance.
  Game features: 1, online games a "sustainability" concept, the role players can spend months and years to the continued development in the same world, rather than on the game as PLATO, which can only play a passer-by. 2, the game is running across the system, as long as the player has a computer and modem, and hardware compatibility, you can even enter the network at any one game.
  Business model: the rapid expansion of the online game market to stimulate the development of network services, network access fees start of the game times, many consumers are willing to pay high fees to play online games. From "Kaisi Mai Island" $ 12 per hour to $ 6 per hour GEnie, the second generation of online games is the main billing by the hour, although there have been a special case of monthly billing, but failed to form climate.
  1978, University of Essex in the UK, Reuter Rub Shaw prepared with DEC-10 game of the world's first MUD - "MUD1", which is more than a plain text world, with 20 interconnected rooms and 10 instructions, the user can log in the database interaction, or through exchanges with other players chat system.
  Trudeau Buxiao after leaving the University of Essex, to work to maintain MUD1 transferred to Richard Bartle, Bartle MUD developed by Trudeau Buxiao specific language - "MUDDL" continue to improve the game, he the number of rooms to 400, and further improve the database and chat system, an increase of more tasks, and every player produced a scoring process.
  MUD1 is the first truly interactive, real-time multiplayer online game, it can guarantee the sustainable development of the virtual world. Although the system will reboot several times a day, but the scenes in the game after the restart, monsters and puzzles remain unchanged, making the role players to achieve sustained development. MUD1 Another important feature is that it can be any one in the world PDP-10 running on the computer is not limited to the internal system of the University of Essex.
  In 1985, Bierluodeng persuade General Electric Company (GE) of the information services sector to invest in a similar CompuServe, and commercial, ASCII text-based Web services platform, this platform is called GEnie (GE Network for Information Exchange). GEnie was officially launched in October, its low fees in a big hit among users, which is also a strong sense of superiority of CompuServe has felt the pressure of competition. GEnie system actually is the use of GE Information Services server idle time in the night to provide users with services, so fees are very low, at the price of 6 dollars per hour, almost half of CompuServe.
  In the same year in November, Quantum Computer Services (AOL's predecessor) without sound platform to launch the QuantumLink, this is a game player for Commandore 64/128 network platform graphics services, the rate of only $ 9.95 per month. This fee online games can be an important milestone in the history, but because of the Commandore 64/128 game has entered a recession, so the charges with revolutionary Jacobs as a "cottage" Like, failed to arouse people's attention, or online games is likely to advance to the revolution.
  In any case, more so that network operators involved in the highly competitive service industry up and down rates has become an inevitable trend. This phase of the U.S. online gaming industry as the domestic online game industry at this stage, operators of online games and game providers who made a fortune. In 1988, Quantum acquired from the hands of TSR "Dungeons & Dragons," the authority, three years after the first AD & D online game _set_ in - "in the Neverwinter Nights" (Neverwinter Nights) was born, the gaming operations several years, although the technology used in archaic images, but only in the last year of its life cycle, namely in 1996, it brought to AOL 500 million in revenue.
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The third generation of online games: 1996 to 2006
  Background: The increasing number of professional game developers and publishers involved in online games, a large and clear division of labor ultimately form the industrial environment. People began to seriously consider the network design and operation of the game, and I hope summarized the theoretical basis of a system, which is a long time been lacking since.
  Game features: "large-scale online games" (MMOG) concept of the surface, online games are no longer relying on a single platform for service providers and services exist, but direct access to the Internet on a global scale to form a large unified market.
  Business model: monthly system is widely accepted as mainstream billing to the online games into the mass market.
  The third generation of online games began in the fall of 1996, "Meridian 59" release, the game independently developed by the Archetype Company. Archetype for the Ke Musi founder brothers, the upcoming releases of "The Sims Online" designer Mike Sellers and have been canceled, "Ultima Online 2," the designers have in 戴蒙舒伯特The company worked.
  "Meridian 59" This should be an epoch-making work, but unfortunately publisher 3DO Company in the decision-making process there have been significant mistakes on the pricing of the game hesitate, in the face "Ultima Online" such a powerful competitor, the initiative lost, "the first online game" in the title was finally "Ultima Online" away. "Ultima Online" launched in 1997, the number of users that exceed 10 million mark soon.
  "Meridian 59" and "Ultima Online" are used monthly payment method, and most of the previous online games are by the hour or minute billing (before fees are usually free to use for some time period). With monthly system, the game operator is no longer the primary business objective is to put players in the game how to give more time, but on how to maintain and expand the user base on the game. And many domestic online game "and go fishing, one vote" mentality than on cards, quarterly and annual card card payment method is undoubtedly more conducive to long-term development of online games, although the view from the front, may lose some economic interests.
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The fourth generation of online games: 2006
  With the WEB technology, the site be promoted at all levels of technology, many foreign countries have begun to Hing's "unprovoked online games", that the client can not play the game, also known as web games or webgame web games, there are some the company declared that "the boss of the game can be played under the eyes," and, indeed, rely on WEB technical support web games to play online multiplayer games will be able to type, many office workers are in hot pursuit of a family in 2007, the Chinese mainland are starting many start of the game on a larger scale web operations, web games online games as a branch has been gradually formed.
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The history of Chinese online game
  "Network to make our earth a village!"
  Once said, the phrase represents a widely range of human desire to communicate. After 2000, the network created by the bubble economy began to burst, one very popular Internet companies have heard the news of layoffs or closure, and a website is having a another scene: May 2001, to 170,000 Ourgame At the same time online, 20 million registered users of the scale became the world's largest online gaming sites.
  And the text is to Ourgame network represented by MUD. com bubble economy in the unique performance, so many of them implied that the tremendous business opportunities. In the following few years, the network game is really an alarming pace up.
  June 1998 officially launched the world Ourgame online games.
  Portland Road
  The first to enter one of China's online game "King of Kings" was a huge success. Subsequently, agents from Beijing Huayi "Stone Age" in January 2001 officially listed. Yalian game by the agency's "Millennium" followed in February 2001 began testing in April formally charged.
  To June 2001 only, online games into the year in China, launched the online game market to reach than a dozen the number, showing a thriving scene. Popular online games debut attracted a lot of media attention, a group of professional online game prominently in the media during this period. However, the rapid growth of the network behind the game from scratch, there is undeniably brought about by the rapid growth of the problem, such as the blind introduction of the game, the game operation and management confusion. Early development of online games in China, and not to good estate planning, there is a certain spontaneity. Thus the early online games, in addition to the successful operation of a small number still, most have been out of the market or are struggling to survive.
  June 2000 CLS companies in mainland China's first official release massively multiplayer online RPG "King of Kings";
  July 2000 "Popular Network News" founded and opened the first online game forum;
  September 2000 produced by the company Soft-World "Network Three" was released;
  November 2000 Uchi Comtech officially launched the "Heianzhiguang";
  January 2001 Beijing Huayi agent of "Stone Age" official listing;
  March 2001 Beijing Chinese Star produced the "fourth world" officially listed;
  March 2001 Yalian agent game, "Millennium," the official market.
  Prelude to the rise of
  From the "King of Kings" into China began to bound the associated greatly affected many aspects of which affected one of the largest is the stand-alone game market. The end of 2000, the rapid development of online games, for many years to reach the scale of the formation of a number of stand-alone game market into, but by 2001, online game is developed to a considerable size of the market with stand-alone game.
  At the same time, the network game-related media, such as "public Internet News" also performed to further mature, their interpretations of and guidance of online games players play the game the right has shown even more powerful. Can see that in this period, the media and among operators began more frequent and extensive cooperation, as online games and mature direction to play a role in fueling.
  July 2001 the third wave of opera Valley agent "Dragon," the official listing;
  July 2001 Yalian games online game second paragraph of "Luna," the official listing;
  July 2001 Flying Dragon online launched the "Jing Yong Online";
  Brilliant company in July 2001 issue of the "three centuries" official listing;
  October 2001 Tianfu gaming center hotline was established;
  November 2001 NetEase launched "Westward Journey Online";
  November 2001 Shanghai Grand Agent "Legend 2" officially listed;
  January 2002 Network Star Agent "Magic Baby" listing;
  January 2002 Jie Sanfeng company agent "Heavenly Sword" listed.
  Today the rapid development of
  To now, China's online game industry has been in a stable, mature stage of development. From the whole, China's online game industry at this stage of development shows the unity and coordination of nature and gradually formed a complete industrial chain, in the industrial chain channel vendors, point card vendors, Internet services (Internet cafes, etc. ) and the media, along with the pulse of the online gaming industry, developed rapidly. The industry as a whole occupy the key position on the chain of online game operator, has become more mature and rational. Meanwhile, online gaming companies and major telecommunications and networking companies have also established very close relations of cooperation.
  May 2002 Children cicada Software launched the "decisive battle";
  NetEase launched in June 2002 "Wizard" of the testing activities;
  July 2002 Flying Dragon online launched the "Romance of Three Kingdoms Online" began formal charges;
  July 2002 Jie Sanfeng online game for its second paragraph, "Shengzhewudi" to start testing activities;
  July 2002 the second paragraph of Shanghai Shanda agents online game "Fengkuangtanke 2" start the test;
  July 2002 "Legends 2" while online to exceed 50 million, to become the world's largest online games;
  August 2002 August 2002 Gamania carry out the "chaotic adventure" test activities;
  Ninth city in August 2002 for representation of the "miracle" to start testing activities.
  Limitless future
  In 2001, China's online game market size of nearly 310 million yuan, according to IDC research, in 2002 China's online game market will reach 910 million yuan, up 187.6 percent over 2001. IDC predicts that by 2006, the Chinese online game market will reach 8.34 billion yuan, from 2001 to 2006 compound annual growth rate will reach 92.6%. In 2001, China paid only 1.681 million online game users, and the end of 2002 will reach 4.013 million.
  Tianfu Hotline in October 2002 launched the first national game centers online game TV show - "Legend of the dream come true";
  October 2002 stand-alone game giant Ogilvy & Mather China began involvement electronic gaming, its agents, "Kong Quewang" start the test;
  November 2002 After a year of Tianfu gaming center hotline operation, operating the game on their platform to 9, in operation on more than 500 servers, the average number of over 10 million online game;
  November 2002 by Shanghai Star launched the "Forgotten Legends" test activities.
  Digital Excellence in November 2002 launched the "New Tang Dynasty Journey to the world";
  November 2002 formally signed Sina "heaven";
  December 2002 Tongfang official agent "N-age" began closed beta;
  December 2002 Network Star Agent "Xuanyuanjian Online" start the test;
  December 2002 "2002 China Online Game Industry Survey Report and Online Game Industry Summit" held in Chengdu.
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Milestone in the eight online games
  1, World of Warcraft: The world's largest network of on-line games
  September 2004, Blizzard launched the "World of Warcraft" service in the United States Open, this gaming masterpiece released in Korea just a week to have 200 million players in China, but there is a 3.5 million World of Warcraft players, and now the world within the World of Warcraft already has more than 10 million players, is really known as "the best selling online."
  2, the Stone Age: the first turn-based online games, the first online game through the points card chargeback
  January 2001, Beijing Huayi launched the "Stone Age", the game with bright colors, cute characters and humorous style design replaced the traditional online role-playing game of the bloody and violent, very popular. So far are considered classics. The stone to create a charging points, more in the future for a long time, the choice for many online games.
  3, the bumper i generations: The first casual game
  May 20, 2001, "bumper i generation" officially open the test, this ultimate failure of the South Korean online game show adventure and PK is the first choice for Chinese players, casual gaming community greatly reduced thereafter.
  4, lying West of ONLINE: The first to enter the online game portal
  November 2001, NetEase launched "Westward Journey ONLINE", sounded a portal into the online game industry of the horn. The move to online games portal has become a new profit growth point. And the game was very successful.
  5, the legend: the first real-time system for online games
  November 2001, Shanghai Shanda agent "Legend 2" officially listed, in July 2002, "Legends 2" while online to exceed 50 million, becoming the world's largest, the largest network of online games.
  6, Wizard: the first 3D online game
  June 2002. The introduction of the three major South Korean online game was the "Wizard", the Company's business strategy composite surfaced online games. October 2002, "Wizard" appears plug, NetEase to eliminate the use of breath and remove the plug 10 million account.
  7, King of Kings: Domestic appear first graphical online games, online games the first charge
  July 2000, the first real graphic Mud Chinese network game "King of Kings," the official launch of the game with excellent quality, with special historical conditions, "King of Kings" become the first generation of online games in China make the undisputed king. Chinese online game operator mechanism by "King of Kings" has been established, and its lure as a potential market impact of online games to attract more companies to the direct cause of the market. In addition, in September 2000, "King of Kings" formal charges, by 19 yuan monthly account fees, in addition to create new characters if you want extra, but also buy a 19 yuan a person card, the business-oriented model for the future operation of online games, laid the foundation.
  8, MOYU
  Dungeons represent the advent of the rise of China, fantasy games, original online games for China and enhance the self, a ladder, is an important milestone in China's online games.
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Online games plug
  One is to achieve some purpose, modify the game system, cheat server cheat program. Outside the main program in online games, online games directly on the main program, thereby increasing the functionality of the game had no small procedure. Make a popular point of analogy is by modifying the tool directly to modify the game content.
  Difference between online games and been able to become the most common stand-alone game innovative multiplayer game, mainly in its game opened up a new road, the introduction of the social and collaborative games, production, fight, collect, ring connected, are indispensable. The "plug" the emergence of ruthless crushing of the fair had to work hard in this world.
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Online Game Promotion
  Online games are generally used to promote the early search engines and large advertising site for marketing, to 2008, and now more and more emerged in the market network, along with the U.S. financial crisis, many domestic network game makers are in a period of intense competition, and now need to promote a more innovative model to reduce costs and improve the promotion of companies promoting effects, games to promote Union came into being some time in the development of the majority of game makers and recognition of gamers, the full realization of the game makers and game players win, the better to promote the development of China's game industry.
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Online Game Industry
  Online game industry is a new sunrise industries, has experienced the early 20th century form of the stage, and the rapid development in recent years, China's online game industry in a growing and fast to mature stage. The entire network in China's economic development process from scratch, to the current become an important part of the network economy. The reason why the online game industry in China can be broken in the original balance of the network economy, mainly in the late 20th century due to the economic bubble burst in China's Internet economy hard hit by the network, when the sudden emergence of online games has become a leader in economic development throughout the network, has been the rapid development.
  In 2007 China's online game market size of 128 billion yuan, up 66.7%. In 2007 China's online game subscribers reached 48 million, growth of 17.1%. Subscriber growth comes partly from the increase in casual gamers, on the other hand from the game manufacturers and other cities on the development of second and third grade. Expected in the next 4-5 years, online games will continue to increase over 20%. The rapid development of online games mainly due to China's huge user base and the game operator to the user's depth of excavation.
  The actual 2007 sales revenue of online games in China 105.7 billion yuan, up 61.5% over 2006. Among them, China's national self-developed online games market, the actual sales income of 68.8 billion yuan, accounting for sales of online games market, the actual 65.1%. Invest in the new beta online game market in China for 76 online games, the Chinese online game independently developed nation of 53 models, accounting for 69.7%. Self-developed online games have become the backbone of the domestic online game market.
  China's revenue in 2007 top 15 online game operator, there are 10 for the listed companies, listed companies earned an estimated 9.87 billion yuan, 77.1% of total revenue. By 2009, the market share of listed companies will account for 90%.
  The first half of 2008, the rapid development of China-made online games for two main reasons: First, the policy environment, public opinion economic environment, and second, exposing the drawbacks of the model agent. Online game operator market structure, the second quarter of 2008, Shanda, Netease, a giant among the industry's top three.
  Each industry, in its developed road, we all have to go through the process of non-standard to standard, and this process will accompany the barriers to this or that, China's online game industry is no exception. Therefore need to increase government support and accelerate the pace of personnel training, focusing on boutique R & D network games.
  Chinese game market has great potential in the next few years, China will invest funds to create industrial environment, protect intellectual property rights and the strengthening of guidance and other aspects of corporate domestic game companies to support. Asia will be an important future global online game market, while China and Japan will become the region's two largest online gaming market.
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