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The development history of online games

"The Internet has turned our earth into a village!"

This sentence once said represents a kind of human desire for extensive communication. After 2000, the bubble economy created by the Internet began to burst, and the network companies in their heyday reported the news of layoffs or bankruptcy. However, a website presents another scene: in May of 20001year, Lianzhong Game became the largest online game website in the world with 6,543.8+0.7 million simultaneous online users and 20 million registered users.

It is the network represented by Lianzhong Games and word MUD. . The bubble economy has made many people see the huge business opportunities contained in it. In the next few years, online games really developed at an alarming rate.

June 1998 Lianzhong Online Game World was officially launched.

Trailblazer's road

King of kings, one of the earliest online games in Chinese mainland, has achieved great success. Subsequently, the Stone Age represented by Beijing Huayi was officially listed on 200 1 and 1. Millennium, represented by the Asian Games, began testing in February, 20001year, and was officially charged in April.

By June of 20001year, online games had been in Chinese mainland for one year, and the number of online games on the market reached more than ten, showing a thriving scene. The hot appearance of online games has attracted the attention of many media, during which a number of online game professional media have emerged. However, behind the rapid growth of online games from scratch, there are undeniable problems brought about by the rapid growth, such as the blind introduction of games and the chaotic operation and management of games. The early development of online games in China did not have a good industrial planning, but was spontaneous. As a result, except for a few early online games, most of them have withdrawn from the market or are in a bleak business.

In June 2000, Cai Hua Company officially released the first massively multiplayer online RPG "King of Kings" in Chinese mainland.

In July, 2000, "Popular Online Newspaper" was founded, opening up the first online game section.

In September 2000, The Three Kingdoms on the Internet produced by Zhiguan Company was officially released.

In June, 2000, UchiTech officially released Light of Darkness.

200 1 1 The Stone Age, represented by Beijing Huayi, was officially listed;

In March of 200 1 year, the Fourth World produced by Beijing China Star was officially listed.

In March, 20001,Millennium, represented by the Asian Games, was officially listed.

A prelude to the rise

Since the King of Kings entered China, it is destined to be affected in many aspects related to it, among which the single-player game market is the most affected. At the end of 2000, the rapid development of online games made its scale reach several tens of percent of the stand-alone game market formed for many years, and by 200 1, online games had developed to the same scale as the stand-alone game market.

The news that new online games were tested and listed one after another almost flooded the online game market in the second half of 200 1 year. But the second half of 2000 is different from the first half of 200/kloc-0. During this period, some experienced stand-alone game manufacturers began to join. Their operating experience in the stand-alone game market, coupled with the operating experience of online games that have been listed before, China online games began to enter a stable and mature development. Nowadays, the dominant online game agents mostly appeared in this period, and a large number of online games that promote the future development also began to test and prepare at this time.

At the same time, the related media of online games, such as popular online newspapers, have also become more mature and have more power in interpreting online games and guiding players to play correctly. It can be seen that during this period, the media and operators began to cooperate more frequently and extensively, which promoted the development of online games in a mature and steady direction.

In July of 200 1 year, the third wave of Dragon was officially listed;

In July 20001year, the second online game of the Asian Games, Red Moon, was officially listed;

In July of 200 1 year, Youlong launched "Jinyong Heroes Online" online;

In July, 20001,The Century of Three Kingdoms published by Cai Hua Company was officially listed.

200 1 10 Tianfu hotline game center was formally established;

20011Netease launched "A Chinese Odyssey Online";

200 1 1 1 The legend represented by Shanghai Shanda was officially listed;

In June 2002, 5438+ 10, the Poké mon represented by Netstar Company went on the market.

In June 2002, 5438+ 10, Eternal Sky, represented by Jiesanfeng Company, went public.

Today's rapid development

So far, China's online game industry has been in a stable and mature development stage. On the whole, the development of China's online game industry shows a unified and coordinated trend at this stage, and a complete industrial chain has gradually formed. Channel dealers, card distributors, online service providers (Internet cafes, etc. ) and the media in the industrial chain have developed rapidly with the pulse of the online game industry. Online game operators, which occupy the most critical position in the whole industrial chain, have become more mature and rational. At the same time, online game companies have established very close cooperative relations with major telecom and network manufacturers.

In May 2002, Cicada released Decisive Battle.

In June 2002, Netease launched the test activity of "Genie";

In July, 2002, Youlong Online launched Romance of the Three Kingdoms Online, and began to charge formally.

In July 2002, Jiesanfeng Company launched the testing activity of its second online game Invincible Saint.

In July 2002, the second online game "Crazy Tank 2" represented by Shanghai Shanda began testing.

In July 2002, the number of online users of Legend exceeded 500,000, making it the largest online game in the world.

In August, 2002, Gaojia Science and Technology Institution Angel was officially listed.

In August 2002, Game Orange launched the "Chaos Adventure" test activity;

In August, 2002, the ninth city launched the testing activity of proxy miracle.

Infinite future

In 200 1 year, the online game market in China is close to 3 1 10,000 RMB. According to IDC research, the market scale of online games in China will reach 9 1 billion yuan in 2002, an increase of 187.6% over 2006. IDC predicts that by 2006, the online game market in China will reach 8.34 billion yuan, and the compound annual growth rate will reach 92.6% in 200012006. In 200 1 year, the number of paid online game users in China is only 168 1000, and it will reach 40 13000 by the end of 2002.

June, 5438+October, 2002 10, Tianfu Hotline Game Center launched the first online game TV program in China-Legendary Dream Come True;

From June 5438 to October 2002 10, Ogilvy Electronics, a domestic stand-alone game giant, began to set foot in online games, and its agent Peacock King began to test the water.

In June, 2002, after one year's operation, Tianfu Hotline Game Center reached 9 games, with more than 500 servers put into operation, and the average number of online games exceeded 6.5438 million.

In June, 2002, 165438+ 10, Shanghai Yixing launched a legend forgetting test.

In June 2002, 165438+ 10, Zhuo Yue Digital released "new journey to the west's Datang Empire";

In June 2002, 165438+ 10, Sina officially signed a contract with Paradise;

On June 5438+February, 2002, Tsinghua Tongfang officially represented the "N Times" and began internal testing;

On June 5438+February, 2002, the Online star agent "Xuanyuanjian Online" began testing;

From June 5th to February, 2002, "2002 China Online Game Industry Survey Report and Online Game Industry Summit" was held in Chengdu.

According to the information revealed by the first high-level seminar on online game culture held in Guangzhou a few days ago, there are nearly 40 million online game players in China, and the annual output value of online game industry is about 654.38 billion yuan, which is growing rapidly at a rate of nearly 50% every year. It is estimated that the scale of online game industry in China will exceed 2 billion yuan next year. Online games have the advantages of two-way information exchange, high speed, unlimited space, attractive interactivity, simulation and competitiveness, and have become one of the three major profit areas of the network industry.

The online game market will continue to develop in the next few years. However, with the increase in the number of online game users, the changes in the age and professional characteristics of online game users will slow down. Therefore, the growth rate of online game users in China will show a downward trend in the next few years, but the development of online games will be diversified: multimedia and product serialization, and relevant state departments will formulate corresponding laws and regulations, which will also standardize the market.