Chapter 2021 The prototype of online games
Li Zhongxin knew in his heart that Zhongxin Company had Zhongxin animation base. This base not only produced cartoons, comic books and some other things, but also carried out computer games and other game production under his guidance.
Because of these things, Li Zhongxin has been asking Kyuki Kazuko to collect some things about online games.
Li Zhongxin knew that at the earliest, there was no unified technical standard for computer hardware and software, so the platforms, operating systems and languages of the first generation of online games were different. Most of them were experimental products and were run on large-scale hosts of universities, such as the MIT in the United States, the University of Virginia, and the University of Essex in the United Kingdom.
This kind of game is not continuous, and the relevant information of the game will be lost after the machine is restarted, so it cannot simulate a world of continuous development. Moreover, this kind of online game can only be executed within the same server or terminal system and cannot be run across the system.
The first online game in a true sense can be traced back to 1969, when Rick Bromy wrote a game called "Space War" for the system. The game is based on the first computer game "Space War", which was born at MIT eight years ago. This game can support two people to connect remotely.
Plato is the oldest and most famous distance teaching system in history. It was developed by the University of Illinois in Urbanm, Illinois in the late 1960s. Its main function is to provide high-quality distance education for students of different educational levels. It has a huge library of course programs and can offer hundreds of courses at the same time, which can record the learning progress of each student.
Plato is also the first time-sharing sharing system. It runs on a large host rather than a microcomputer, so it has stronger processing and storage capabilities, which greatly increases the number of people online while it can support. In 1972, Plato's number of people online at the same time reached more than 1,000.
During those years, various types of games appeared on the plato platform, a small number of which were stand-alone games for students to entertain themselves, and the most popular ones were online games that could be played between multiple remote terminals. These online games were the prototypes of online games.
Although the game is only an auxiliary function of plato, the shared memory area, standardized terminal, high-end image processing capabilities, central processing capabilities, and rapid response capabilities have allowed plato to excellently support the operation of online games. Therefore, in the following years, plato became a hotbed of early online games.
The most popular games on the plato system are "Saints" and "Empire". The former is an online game set by Dungeons and Dragons, and the latter is an online game set with Star Trek as the background.
Most of these games are written and published for free by programmers in their spare time. They just hope that their games can be recognized by everyone. Of course, some developers have earned income through their games, but they usually only have a few cents per hour and have to be distributed among several authors.
Plato has not obtained its due honor and status in the gaming circle, but this cannot erase its contribution to online games and the entire gaming industry.
Many games on Plato were later adapted into console games and PC games. For example, the author of "Flying in the Air" developed "Flight Simulation" based on the original game. In the early 1980s, this game was acquired by Microsoft and renamed "Microsoft Flight Simulation", becoming the best-selling series in flight simulation games.
"Empire" launched in 1974 was the first game that allowed 32 people to be online at the same time. This online game mode has become the standard mode for modern real-time strategy games. "Aubritt" released in 1975 is a dungeon game, and the famous role-playing game "Witchcraft" series originated from this.
By 1978 to 1995, some professional game developers and publishers began to get involved in online games, such as activity, interplay, sierraonline, virgininteractive, etc., and began to tentatively enter this emerging industry. They cooperated with operators such as prodigy, aol and puserve to launch the first batch of popular online games.
At this time, the concept of sustainability appeared in online games. The role played by players can continue to develop in the same world over time, rather than playing a passerby like the games on plato.
In addition, online games can be run across systems at this time. As long as the player has a computer and modem and is compatible with the hardware, it can be connected to any online game at that time.
This rapid expansion of online games has stimulated the development of the Internet service industry. Online games have begun to enter the era of charging, and many consumers are willing to pay high fees to play online games.
From $12 per hour in "Kesmay Island" to $6 per hour in genie, the mainstream billing method for second-generation online games is hourly billing. Although there are special cases of monthly billing, the climate has not been formed.
In 1978, at the University of Essex in the UK, Roy Trubshaw wrote the world's first mud game - mud1, using dec-10. This is a purely text multiplayer world with 20 interconnected rooms and 10 instructions. After logging in, users can interact with human-computer through the database or communicate with other players through the chat system.
After leaving the University of Essex, Trubshaw handed over the maintenance of mud1 to Richard Bartel. Bartel used the Mud-specific language developed by Trubshaw, "muddl", to continue to improve the game. He increased the number of rooms to 400, further improved the database and chat system, added more tasks, and created a scoring program for each player.
After Essex University was connected to ARP in 1980, the number of players from abroad increased significantly, swallowing up a large number of system resources, causing the school to have to limit the user's login time to reduce the load on dec-10.
In the early 1980s, for the purpose of sharing and communication, Bartel gave the mud1 source code and disk for reference by colleagues and researchers from other universities, so this set of source code was circulated.
By the end of 1983, hundreds of illegal copies had appeared on the ARP, and mud1 was circulating rapidly around the world, and many new versions appeared.
This oldest mud system has been authorized to Puserve, one of the largest online information service agencies in the United States. It is renamed Legend of Britain and is the longest-running mud system.
mud can be said to be the first real-time multiplayer interactive online game in the true sense, which can ensure the continuous development of the entire virtual world. Although this system is restarted several times a day, the scenes, monsters and puzzles in the game remain unchanged after the restart, which allows the role played by the players to achieve continuous development.
Chapter completed!