Of: Jiang Nan from the the It can be said player groups, reflecting the strong vitality of this classic game.
but anything is possible only through the accumulation of quantitative to qualitative change, specifically,
christian louboutin nib, extremely important watershed. the world's first online game really should be 1969, the United States Rick. Buluo Mi was PLATO (Programmed Logic for AutomaticTeaching Operations) system prepared by the well-known distance education system, which runs on a mainframe, the equivalent to the current server, you can say that PLATO is an early hotbed of online games. The most famous of the PLATO system running on the network game is the and only on the same host system within a large, cross-system can not run, and reboot the machine after the game related information will be lost, the player can start from scratch and can not continue to carry on the game. Since then the game is programmer with spare time to prepare and publish free of charge, and therefore not widespread in the community impact.
1978 University of Es###### in the United Kingdom Roy. Trudeau Buxiao prepared with DEC-10 world The first MUD (MUD is a Multiple User Dimension, Multiple User Dungeon or Multiple User Dialogue acronym, meaning more than the world, many dungeons or more dialogue) game a MUDI, MUDI has more than 20 interconnected rooms and 10 instructions, the user can enter the chat room after landing with other players exchange. Trew Buxiao leave the University of Es######, put the maintenance of MUD I transferred to the work of Richard. Battle, battle by Te Lubu Xiao Faming the MUD language a MUDDL continue to improve the game, the number of rooms increased to 440 universities and APRPAnet .1980 connected in Exel, the significant increase in players from abroad. Now, this game is still the oldest MUD run into. MUD1 is the world's first truly interactive multiplayer online games, game scenes, monsters, and puzzles in the system remain unchanged after the restart, you can ensure sustainable development of the virtual world. John in 1982. Taylor and Kelton. Flynn set Kesmai company, which developed 1984 Mark. Jacobs set up the company and launched the game AUSI make up the network services sector competition in 1988, Quantum acquired from TSR in the hands of the m Gaming platform has emerged.
more and more professional game developers and publishers began to intervene in online games, Games begin direct access to the Internet, a worldwide form a single large market has developed In 1996 Archetype The game appeared lost for the same period of the . And some of the traditional stand-alone game developers, such as Maxis, Westwood and Blizzard, also have to adjust their development strategy, relying on their brand strength to participate in the online game market, divided among the army. Now, online games market in the whole game share is constantly rising, the world history of the game entered the era of online games.
in China online game market to developing an alarming rate. But in the early online game market, due to technical , financial and other constraints, from mainland China to produce their own online game is almost zero, most of the domestic players to play online games from the domestic agency agent Korea, Japan, Taiwan, the production of online games. as early as Century June 27, 2000 the company produced Lager from Taiwan, Beijing CLS Company issued the card billing. From June 2000 game reports and comments related to the entire online gaming market thriving scene. The following is June 2000 to June 2001 issued in China between some of the more famous online games.
2000 年 6 months, King of Kings Paradise Ljs s Corporation production, joint software licensing Beijing Huayi, Beijing, Soft-World distributor.
2001 年 3 months, the world Iran to rich information produced.
2001 年 6 months, Health advisory agency.
2001 年 6 months, the rapid growth will inevitably bring the appropriate question. this time online game industry in China's development, because the industry did not get a good plan, there is a certain spontaneity, such as the blind introduction of the game, the game operation and management confusion. so early in the Most of the Chinese online game operator short-lived, only a few successful online game operators down.
the attractiveness of the online game industry, but it seems not the slightest downward trend, more professional game makers at the local blood into the area of online games in the past. the rapid development of online games, the traditional stand-alone game market had a huge impact. to the end of 2001, online games have been incredible in terms of market share, matched with the stand-alone game. The whole second half of 2001 the Chinese game market are filled with a new online game testing and listed on the news. The following is late 2001 to early 2002 in China released part of the network game s
2001 年 7 months, production, Taiwan's third wave of proxy issue.
2001 年 7 months, On-line production, electronic distribution of Soft-World.
2001 年 8 months, Master Network Star agent.
2002 年 2 months, six different, this period began to enter China's online game market and orderly development stage. Some senior stand-alone game makers to lose no time in the field of online games,
christian louboutin shoes, the game has been in the single market, the rich get valuable experience in game production, and then has been listed with the network prior to the operation of gaming experience, making them soon succeed in the online game market; most important in today's network of professional agents have the game, revealing the Tau Kok, South Korea Shanghai Shanda agent game Legend complete industry chain is emerging, the most critical position in the chain's online game operators to become more mature and rational. At the same time, the major online game companies and major telecommunications sector and Internet companies to establish a harmonious relationship . During this period, more more good online game to enter the Chinese mainland market, these games in terms of image, audio, engine or the playability and operability as compared to the previous period has been greatly improved; Chinese players also improve the quality of comprehensive, and improve the quality of players, in turn, continue to make more good introduction of online games. From February 2002 to the end of 2002 in China released online games:
2002 年April, the and KRGsoft production, software distribution cicada children.
2002 年 5 months, (the battlefield,
2002 年 6 months, Kingdoms , Jie Sanfeng issue.
2002 年 7 months, August 2002, month, , issued by Star software.
According to TDC (Sale Data Center) data, China's online game market in 2001 about the size of about 3 billion yuan, while in 2002 the scale of China's online game market has soared to 10 billion yuan more than the annual growth rate of almost 240% .. IDC predicts that by 2006, China's online game market scale will reach 80 billion yuan. but one industry to mature, without exception, will be competition, Ebb Tide, online games market speculators and adventurers will be weeded out.
According to amount will reduce the annual growth rate down, while China's online game market will become more standardized and mature .2002 December online game industry in the community care and support the development of the new year looking forward to.
2003, the number of Chinese online game market has shown some new weather, China's domestic game companies on both sides of the banner of the goals and Jinshan Xishanju m has sounded the clarion call back online game South Korea and Japan. the target company at the beginning of a nationwide The first online game 21 games, martial arts-based online games 33, 24 magic-based online games, sci-fi type of online game 7, 24 leisure online games, strategy-based online games 3, modern online games 2. Here are some December 2002 to the end of 2003, issued in mainland China's online game:
2003 年 1 month, Joy Impact production, Chengdu Happy Digital distribution.
2003 年 I months, Tears NCSOFT production, Xinlanglegu issue.
2003 年 1 month, with the side issue.
2003 年 1 month, br> 2003 年 2 months, March, Ice Wind legend MG Advisory production, distribution Lager advice.
2003 年 5 months, Huayi issue.
2003 年 6 months, lines issued by the Company.
2003 年 8 months, August, between , which was spring international production, international distribution was spring.
2004 online games in China in the sum of the average online 281 million, an increase of more than 104 million people in 2003; industry, the total market of 55.3 billion yuan, compared with market growth in 2003 59% .2004 was the year the official carrier in mainland China, 164 models of online games. where online games of 73 domestic, European and American game development 6, 4 games developed in Japan, South Korea is still a large proportion of game development, a total of 81 models. In 164 games in the online game has been charged with 76 models, 26 of which are charging this year. networks faster and faster pace of the game fee. While conscious of the support the government departments concerned, the domestic network game development capabilities and more, but some of the game development cycles continue to shorten, and some teams do not have fully developed an online game experience. After a short time after the test put products quickly to market, which not only caused decline in the quality of the online games market products,
christian louboutin price, but also will cause the entire industry, and industry resources, the vicious cycle of repeated loss. but overall, in 2004 China's online game development momentum is still strong. The following is issued in mainland China in 2004 and began charging 26 online games on behalf of the
2004 年 1 month,
2004 年 2 months, April, blood hero, , knight-line technology to create, knight-line technology issue.
2004 年 6 months, , Shanghai, Hong Zhao issue.
2004 年 6 months, the November 2004, month, issued by the Company.
2004 年 11 months, br> 2004 年 12 months, , online game market revenue is close to the game industry 20% of total revenue, the rise of casual online games, driving more people into the online gaming entertainment environment, but will also depress consumer mentality. casual games market is expected to expand next year Although this has little effect on the output, but the overall number of people involved in online games will have a larger increase, while traditional network games will be relatively slow population growth. The following are upcoming in 2005 put into operation in China, part of online games Generation;
issue.
Information Age Issue.
technology production, Kam Tin Technology Issue.
target software production, the target software release.
2005 annual maximum is about the focus of operations from the ninth city agency online games prelude to enter the Chinese market, let us wait and see. By this time, had almost completed a grand from a purely online game operators to the network interactive entertainment company's