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Old 04-15-2011, 06:10 AM   #1
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Default 网络游戏发展历史

英文大事记
Online Gaming is a favorite hobby of millions of people. Many think that the online gaming industry began with Doom and Warcraft, however, the history extends back much further.
2 May 2002 The largest jackpot in online gaming history took place. $1,594,649.21 was won by Anthony P at Captain Cooks ############.
December 2000 GameTiger.net launched their online computer game site. They provided a world wide search for players and software. They soon expanded to the fastest growing game portal and game community on the internet.
1999 By the end of the year Microsoftrs Gaming Zone offered 118 Internet-playable games.
1999 Sega began to provide some of their games online.
1998 MegaWars I closed down. It was the longest running for-pay online game in history.
1998 More family oriented game became available on the Internet like Chess.
1997 Many online gaming services began to form tournaments.
1997 The online version of Ultima was released over the Internet.
1996 AOL bought INN from AT&T, which was formerly Sierra Online.
May 1996 Origin Systems demonstrated an online version of Ultima.
1996 The final version of Quake was released. The internet capabilities are a big success causing other companies to follow suit.
1995 Hasbro introduced an internet version of Monopoly.
Late 1995 Gemstone III went live on AOL.
1995 ID Software began to openly test their new version of Doom called Quake. It had some internet capabilities built in. As the company added more and more parts to the game the players became addicted to it causing a huge PR frenzy for the game.
1994 The first version of Netscape was introduced. Because it was so easy to use many commercial companies saw the potential for online gaming and began to purchase the smaller companies.
October 1994 As ID Software prepared to release Doom II they started to plan on adding internet connectivity to their next game.
1994 Warcraft was released.
10 December 1993 ID Software released Doom. This game put first-person shooters on the map. It also allowed four players to connect and play together.
1993 MPG-Net started to release some smaller games.
1993 GEnie released CyberStrike.
1993 Price wars started with all of the different online gaming service providers.
1992 By the end of the year there were an estimated 3 to 10 million homes actively using modems to subscribe to online services. The range was wide because no one had an accurate count.
1992 The Sierra Network launched with a flat rate subscription of $14.95 a month.
1992 Quantum Computer Services changed its name to America Online, Inc.
1992 GEnie launched the new game CyberStrike.
1992 MPG-Net, a new online gaming service, was founded.
1991 Ken Williams announced the upcoming Sierra Network. It would be a private online gaming service for future Sierra products.
1991 Origin Systems cuts off negotiations with GEnie and began to form an agreement with Quantum to develop an online version of Ultima.
February 1991 GEnie launched Dragonrs Gate. It soon became one of the most popular game.
1990 GEnie launched Imagination a role-playing game with no rules. The forgot to trademark the name. GEnie began to offer a flat monthly rate of $8.95. It was so successful that on the first day so many people tried to login at the 6pm start time, that the system crashed.
1990 CompuServe signed Spectrum Holobyte to develop an online version of Falcon F-16. It was never released to the public.
1990 GEnie signed AUSI to develop a text-based game which would eventually become Dragonrs Gate. They signed Kesmai and Activision to develop an online version of MechWarrior. GEnie launched Diplomacy Online. They also contract with Jim Dunnigan to develop the Hundred Yearrs War as an online strategy game. They also begin to negotiate with Origin Systems to develop an online version of Ultima. GEnie signed with Clem Chambers and Alan Lenton to bring Federation II to their service. It becomes quite popular.
1989 Quantum launched an online version of Hangman.
1989 Jessica Mulligan was hired by GEnie. She was responsible to sign up more online games. GEnie signs Gaslaxy II from AUSI. GEnie also launched A-Maze-ing a first online 3D "shooter."
1988 Jessica Mulligan,cheap jimmy choo handbags, now working for Quantum Computer Services, wrote a paper on the gaming industry. She recommended that Quantum license the Advanced Dungeons and Dragons (AD&D) from TSR. Quantum follows her advice. They launched NeverWinter Nights based on AD&D.
1988 Quantum Computer Services launched AppleLink: Personal Edition for Apple II.
1988 Gemstone was launched on GEnie. In the next two years it became the most popular online game on Genie.
1987 Simutronics Corporation was founded.
1987 Simutronics Corporation was founded.
1987 Rabbit Jackrs ############ was released on QuantumLink.
1987 Air Warrior was released on GEnie.
1986 John Sculley agrees to support a graphic-based online service fro Apple II computers.
1986 LucasFilms begins to develop Habitat.
1986 QuantumLink began testing Rabbit Jackrs ############ a graphic based online game.
1986 Kesmai introduced Air Warrior at an Exposition in San Francisco. It was the first true graphic based Multi-player game.
1986 Jessica Mulligan has her account with Genie turned off three times for playing Stellar Warrior too much. As a result she snags a contract and writes a combined email/chat based game. It launches mid-year and is called Rim Worlds War. It is the first Play-by-Email game on a commercial service.
1986 Kesmai rewrote MegaWars I. They launched it on Genie as Stellar Warrior.
November 1985 Quantum Computer services, which later became America Online, launched QuantumLink. It was a graphics based online service exclusively for Commodore 64/128 users. They charged $9.95 a month plus about $5 an hour.
1985 General Electric funded a commercial ASCII. It was similar to CompuServe. The called it GEnie. They charged $6 an hour for both 1200 and 300bps.
1984 Mark Jacobs formed a company which later became known as Mythic Entertainment. He set up a server system in his home using eight phone lines to run the game, Aradath, which was text-based and role-playing. It cost $40 a month to play. This is believed to be the first professionally run, flat-rate online gaming service.
1984 A commercial version of MUD was released in England.
1982 Bill Louden was in charge of games at CompuServe. He purchased an ASCII space combat simulator. He gave the simulator called DECwars to Kesmai. Kesmai used the simulator to launch the new online game, MegaWars I in 1983.
1982 John Taylor and Dr. Kelton Flinn formed the Kesmai Corporation. They received their first contract to develop an ASCII text role-playing game for CompuServe. When the game launched it was called Islands of Kesmai.
1982-1983 Even though Bartle had a copyright for MUD, he was very generous about sharing the codes with other colleges and universities for education purposes. Someone at one of the universities started passing around the codes illegally. Hundreds of copies were distributed.
1979-1980 Many version of MUD were released on the Es###### universityrs mainframe.
1979 Richard Bartle and Roy Trubshaw began the development of the first working Multi-User Dungeon (MUD) at the Es###### University.
1970-1977 Several new games appeared on PLATO. There was a version of Star Trek. A game called Airflight which was a flight simulator. And a game called Avatar which was similar to Dungeons and Dragons.
1972 PLATO could host about 1,000 simultaneous users.
1969 Rick Blomme wrote a version of Spacewar for two-players. It was to be used with the PLATO service. PLATO was one of the first time-sharing systems, which was dedicated to experimenting with ways to use the computer for education.
Works Cited
Mulligan, Jessica. History of Online Gaming. http://www.kanga.nu/archives/MUD-Dev-L/1999Q4/msg00083.php
"Sonic Boomhor Bust." Business 2.0. Online. http://www.business2.com/articles/mag/0,1640,13275|5,FF.htm
网络游戏发展史
作者:赵挺 2003-2-16 12:16:53
出处:博客中国(Blogchina.com)
在今年5月的GDC 2002(游戏开发者大会)上,有一场对于网络游戏的研究会,与会者包含《网络创世纪》、《无尽的义务》、 《亚瑟王的暗黑时期》、《天堂》、《模仿人生在线》和《星球大战:星系》等热点网络游戏,以及 Xbox Live等游戏机网络平台的名目负责人,研讨会的主题为"Building a Third Generation, Online Persistent World"(发明第三代网络游戏).
第三代网络游戏毕竟是怎么的?前两代网络游戏分辨是如何规定的?三代网络游戏之间的界定标准又是什么?这次 研讨会并不给我们一个明白的谜底.
个别的观点是把《网络创世纪》(Ultima Online)视为网络游戏的奠基者,把2D画面为主或2D/3D画面混用的网络游戏统称为"第一代网络游戏",把行将在海内推出的《无尽的任务》(EverQuest )和《运气》(W.Y.D)等全3D大作视为"第二代网络游戏".而"第三代网络游戏"的定义目前尚无定论 ,但我们从今年以来的发展趋势可以看出,第三代网络游戏更偏向于甩开那些用以权衡单机游戏的传统标准,如视 听、操作性和游戏性等,甚至甩掉"游戏"这个字眼,而把自己定位在虚拟社区之上.换句话说,第三代网络游戏 的精华在于它的社会系统,游戏设计师所表演的实际上更多的是社区设计师而非游戏设计师的角色.在详细的表示 伎俩上,第三代网络游戏并无统一模式,例如《模拟人生在线》(The Sims Online)强调虚构的社交休会,而《绝密档案》(Majestic)则强调交互方法的多样化.
然而这种划分方式的不足之处也很显明,一是缺少同一的尺度,前两代以游戏的画面为分界,而后两代则以游戏的 内容为分界;二是所用标准不具备独有性,按画面进行划分对网络游戏来说并无太大的实际意思,若以内容进行划 分,则至今仍无人能出《网络创世纪》之左右.实际上,假如我们把视线拉远一些的话,就会发明,从《网络创世 纪》,red supra,更正确地说,从1996年宣布的《子午线59》(Meridian 59)开端直到当初,咱们始终是在统一层面上彷徨,人为地将这短短的六年时光划为三代,未免有些牵强 .
更重要的是,这种划分办法完整疏忽了那些曾为网络游戏的遍及和发展作出奉献的开辟者,好像全部网络游戏业是 在1997年夏天忽然跳出来的.无庸置疑,《网络创世纪》的胜利是网络游戏发展史上的一道主要的分水岭,但 我们并不能因此而疏忽此前涌现的所有,任何事物的量变都须要阅历一个漫长的质变进程.
一、第一代网络游戏:1969年至1977年
背景:因为当时的盘算机硬件和软件尚无统一的技巧标准,因而第一代网络游戏的平台、操作系统和语言各不雷同 .它们大多为实验品,运行在高级院校的大型主机上,如美国的麻省理工学院、弗吉尼亚大学,以及英国的埃塞克 斯大学.
游戏特点:1、非连续性,机重视启后游戏的相干信息即会丧失,因此无奈模拟一个持续发展的世界;2、游戏只 能在同一服务器/终端机系统内部履行,无法跨系统运行.
贸易模式:免费.
第一款真正意义上的网络游戏可追溯到1969年,当时瑞克.布罗米为PLATO(Progra mmed Logic for Automatic Teaching Operations)系统编写了一款名为《太空大战》(SpaceWar)的游戏,游戏以八年前出生于麻 省理工学院的第一款电脑游戏《太空大战》为底本,不同之处在于,它可支持两人远程连线.
PLATO是历史上最为长久也是最有名的一套远程教养系统,由美国伊利诺斯州厄本姆的伊利诺斯大学开发于上 世纪60年代末,其重要功能是为不同教导水平的学生供给高品质的远程教育,它存在宏大的课程程序库,可同时 开设数百门课,能够记载下每一位学生的学习进度.PLATO仍是第一套分时共享系统,它运行于一台大型主机 而非微型计算机上,因此具备更强的处置能力和存储才能,这使得它所能支撑的同时在耳目数大大增添.1972 年,PLATO的同时在线人数已到达1000多名.
那些年里,PLATO平台上呈现了各种不同类型的游戏,其中一小局部是供学生自娱自乐的单机游戏,而最为流 行的则是可在多台远程终端机之间进行的联机游戏,这些联机游戏等于网络游戏的雏形.只管游戏只是PLATO 的从属功效,但共享内存区、标准化终端、高端图像处理能力和中心处理能力、敏捷的反映能力等特色令PLAT O可能杰出地支持网络游戏的运行,因此在随后的几年内,h and m jimmy choo,PLATO成了早期网络游戏的温床.
PLATO体系上最风行的游戏是《圣者》(Avatar)跟《帝国》(Empire),前者是一款"龙与地 下城"设定的网络游戏,后者是一款以"星际迷航"为背景的网络游戏.这些游戏绝大多数是程序员应用业余时间 编写并免费发布的,他们只是盼望本人的游戏能取得大家的认可.当然,paul smith spectacles,也有一些开发者通过自己的游戏失掉了收入,但通常每小时只有多少美分,并且还得在若干作...
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