2 thoughts on “wholesale jewelry manhattan The origin of online games?”

  1. jewelry wholesale ebay 1. The first generation of online games: from 1969 to 1977

    background: Since the computer hardware and software at the time were not uniform technical standards, the platform, operating system and language of the first generation of online games Different. Most of them are trials, running on large -scale hosts in colleges and universities, such as MIT, University of Virginia, and University of Essex in the United Kingdom.

    The game characteristics: 1. Non -sustainability, the relevant information of the game after the machine is restarted will be lost, so it cannot simulate a world of sustainable development; 2. The game can only be within the same server/terminal system system Executive can not run across the system.

    S business model: free.

    The first online game in the real sense dates back to 1969. At that time, Rick Bromi wrote a Plato (Logic for Automatic Teaching) system called "Space War" ( SpaceWar's game, the game was born in the first computer game "Space Wars" born in MIT eight years ago as a blueprint. The difference is that it supports the two people's remote connection.

    Plato is the oldest and most famous remote teaching system in history. It was developed in the late 1960s by the University of Illinois, Elinos, Illinois. Students of different education levels provide high -quality long -range education. It has a huge curriculum program library that can open hundreds of courses at the same time, which can record the learning progress of each student. Plato is still the first time -sharing system. It runs on a large host rather than a micro computer. Therefore, it has stronger processing capabilities and storage capabilities, which greatly increases the number of online people it can support. In 1972, the number of online people at the same time of Plato reached more than 1,000.

    During those years, various types of games appeared on the Plato platform, one of which were stand -alone games for students to entertain themselves, and the most popular is the remote remote range. The online games played between terminals, these online games are the prototype of online games. Although the game is only a subsidiary of Plato, the characteristics of shared memory areas, standardized terminals, high -end image processing capabilities and central processing capabilities, and rapid response capabilities allow PLATO to well support the operation of online games. Therefore, in the following years, Plato It became a hotbed of early online games.

    The most popular games on the system are "Avatar" and "Empire". The former is a online game set by "Dragon and Dungeon". Online games with "Star Trek" as the background. Most of these games are written and released free of charge by programmers in their spare time. They just want their games to get everyone's recognition. Of course, some developers have revenue through their own games, but usually only a few cents per hour, and they must be allocated among some authors.

    Plato did not receive its due honor and status in the game circle, but this does not erase its contribution to the online game and the entire game industry. Many games on Plato have been adapted for game consoles and PC games in the future. For example, the author of "Airfight" developed "Flight Simulator" on the basis of the original game. The game was acquired by Microsoft and renamed "Microsoft Flight Simulation", which became the best -selling series in flight simulation games. The "Empire" launched in 1974 is the first game that allows 32 people to be online at the same time. This online game mode becomes a standard mode for modern instant strategy games. "Outliette" released in 1975 is a dungeon game. The well -known role -playing game "Wizardry" series originated from this.

    It interesting is that in 1969, it was the year of Arpnet (Advance Research Projects Agency Network). Everyone knows that ArpaNet is the world's first package exchange network developed by the Ministry of Defense's senior research plan. Its success directly contributes to the birth of the Internet and the transmission control agreement (ie, TCP/IP).

    . The second -generation online game: from 1978 to 1995

    background: some professional game developers and publishers have begun to get involved in online games, such as, Interplay, Sierra Online, Studios, Virgin, SSI, TSR, etc., have tentatively entered this emerging industry at this stage. They cooperated with operators such as Genie, Production, AOL, and other operators to launch the first batch game.

    The game characteristics: 1. The concept of "sustainability" appears online games. The role played by players can continue to develop in the same world in an adult, not like the game on Plato, only Can play a hurry in it. 2. The game can run across the system. As long as the player has a computer and a modem, and the hardware is compatible, you can connect to any online game at that time.

    The business model: The rapid expansion of the online game market has stimulated the development of the online service industry. Online games have begun to enter the era of charging. Many consumers are willing to pay high fees to play online games. From "The Island of Casem" to $ 12 per hour to Genie's $ 6 per hour, the mainstream billing method of the second -generation online game is to be charged on the hour. Although there are also special cases of monthly billing, it has not been formed to form a special case, but it has not been formed. climate.

    1978 in Esses, Esses, Roy Trubosho wrote the world's first MUD game- "MUD1" with DEC-10. This is a pure text Multiple -person world, with 20 interconnected rooms and 10 instructions. After logging in, users can interact with human -machine through databases, or communicate with other players through chat systems.

    Trupwhan left Essex University, and transferred the work of maintaining MUD1 to Richard Batl, and Battel used the MUD -specific language developed by Trib6- "MUDDL" Continue to improve the game, he increased the number of rooms to 400, further improved the database and chat system, added more tasks, and produced scoring procedures for each player.

    1980 After the Ethiopian academy connected with Arpnet, players from abroad increased significantly, devouring a large number of system resources, causing the school to limit users' login time to reduce the DEC-10 load. In the early 1980s, for the purpose of sharing and exchanges, Bartel entrusted MUD1's source code and co -trance for colleagues and other universities for reference, so this source code was circulated. By the end of 1983, hundreds of illegal copies had appeared on Arpnet, and MUD1 quickly spread around the world, and many new versions appeared. Today, the oldest MUD system has been authorized to one of the largest online information service agencies in the United States, the company, which is easy to name "British Legend" and is still running today, becoming the longest -operated MUD system.

    mud1 is the first real real -time multi -person interactive online game, which can ensure the sustainable development of the entire virtual world. Although this system restarts several times a day, the scenes, monsters and puzzles in the game remain unchanged, which allows players to play the role of sustainable development. Another important feature of MUD1 is that it can run on any PDP-10 computer around the world, not limited to the internal system of the University of Essex.

    In 1982, John Taylor and Calton Flynn formed KESMAI, which left a lot of memorable works in the development history of online games. KESMAI's first contract was signed. At that time, John Taylor saw an advertisement called "Megawars". "If you can write such a game, you can get it. "Edition of $ 30,000 per month", he sent a manual of "The Island of Kesmai" developed with Calton Flynn with a manual for the game business in charge of the game business at the time. Bill Loden, Loden was very interested in this. The operating platform of "The Island of Casem" is the UNIX system, and the DEC-20 computer is used, so KESMAI has re-developed a DEC-20 version. This game has been operating for about 13 years, and officially charged in 1984. The charging standard is $ 12 per hour. In the same year, MUD1 also launched the first business version on the British Compune.

    In 1984, Mark Jacques formed AUSI (the predecessor of the developer of King Arthur's Dark Age) and launched the game "Aradath". Jacques set up a server platform in his own home and installed 8 telephone lines to run this text role -playing game. The charging standard of the game is $ 40 per month. The charging method of games and monthly system is conducive to accelerating the civilization process of online games, which will play an important role in the popularization of online games. Unfortunately, the monthly system did not grow at the time. In 1990, AUSI's price set for "Dragon's Gate" was $ 20 per hour. Go to play this game more than $ 2,000, so in the late 1990s and early 1990s, the monthly system did not attract people's attention.

    In 1985, Bill Loden persuaded the information service department of General Electric (GE) to invest in a similar, commercialized, ASCII -based network service platform. GENIE (Ge Network for Exchange). Genie was officially launched in October. Its low charging standards caused a huge response among users, and also caused the pressure of competition with a strong sense of superiority. The GENIE system actually uses the server of the GE information service department to provide services to users at night. Therefore, the fee is very low. The price at night is about $ 6 per hour, which is almost half.

    The November of the same year, Quantum Computer Services (the predecessor of AOL) launched the platform silently. $ 9.95 a month. This charging standard can be an important milestone in the history of the development of online games, but because the 64/128 game console at that time had entered the recession period, this revolutionary charging standard It failed to attract people's attention, otherwise the revolution of online games is likely to come in advance.

    Anyway, more operators' intervention makes the competition of the network service industry fiercely, and the reduction of the rate has become an inevitable trend. At this stage, the American online game industry is like the domestic online game industry at this stage, and operators and game companies have made a lot of money on online games. In 1988, Quantum purchased the authorization of "Dragon and Dungeon" from TSR. Three years later, the first online game set by AD

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