Traditional Culture Encyclopedia - Traditional customs - A Brief History of Chinese Games

A Brief History of Chinese Games

One of the first things: the chaotic "mud" era

History of MUDs (a long one)

The full name of MUD is Multiple User Dimension (多用户层面), which is also known as Multiple User Dungeon (多用户 "地ungeon") or Multiple User Dialogue (多用户对话). Multiple User "Dungeon", or Multiple User Dialogue. It is also known as MUSE or Multiple User Simulated Environments, i.e. Multiple User Simulated Environments, is a computer program in which many users participate in activities. As the different interpretations of its acronym suggest, MUD is in fact a very broad term, generic for all interactive environments, with other names such as MOO, MUSH, MUCK, TinyMUD, AberMUD, etc. These names are based on what constitutes a ****enjoyment environment, and on what constitutes a ****enjoyment environment. These names vary depending on the software that forms the basis of the *** enjoyment environment. Although MUDs can take many forms, most are usually represented as games. This is because games are more humane, more interesting, and more appealing to users in the context of human interaction on interactive networks. Most of the MUDs are connected through Telnet, and many of them are connected through the WWW. It can be seen that MUDs are of course closely integrated with web technologies. After the emergence of virtual reality (VR) technology, MUDs can be modified with VR technology. This is a hot topic in MUD production now, but there are still many things to be done to realize it.

A Brief History of MUDs

In the late 1970s and early 1980s, in the early days of the Internet, many people noticed that connecting to the Web could bring a level of enjoyment to gaming that had never been seen before. Early Internet games were simple, such as an early game called "Adventure". In this game, they could roam around a cave, solving problems and interacting with the various creatures in the cave. This was the beginnings of Mud. Later, there were the famous Dungeons and Dragons games, or other fantasy role-playing games.

Historically, MUDs evolved from an artificial intelligence (AI) experiment conducted by Richard Bartle and Roy Trubshaw at Es*** University (UK) in the early 1980s. MUDI, written in 1979-1980, is generally considered to be the first MUD, and one of the purposes of the experiment was to determine whether it was possible to develop a program that could respond to multiple user actions with appropriate environmental responses. For example, if a user dropped a vase on the floor, would the program be able to determine, based on the material of the floor or random chance, whether the vase would be broken or not?The name MUD comes from a commercial MUD run by Bartle on the British Telecom system (whose motto was: "You haven't really lived until you've used a MUD!").

Like most MUDs, it is not possible to use a MUD for any purpose.

Like most other fascinating concepts, the idea spread quickly among students, and many new and improved MUD-style programs soon appeared on European academic networks. Most programs had associated bulletin board systems for social interaction. Since there was only a small amount of UseNet information available at the time, and it was very difficult to get it in the UK, and since the UK's JaNet network (the sister network of the US's BitNet) didn't support FTP or Telnet for remote logins, MUDs became the primary tool for socializing among computer enthusiasts before the advent of an adequate Internet. Around 1988, various MUD variants crossed the Atlantic and spread rapidly in the United States. They became the nucleus of large online groups, only loosely connected to traditional computer fans, and the development of MUDs (TinyMUDs and variants) created a second wave of games that focused on social interaction, hard problems, and constructing collaborative worlds, rather than fighting and competition.

A Brief History of MUD Development in China

The entry of MUDs into mainland China is a recent development. Prior to that, the development is more perfect is Taiwan's various MUD types, Taiwan's MUD types are closer to the West, the storyline and background is mostly based on mythological stories as the main line, and the types involve tinyMUD, DiKuMUD, LPMUD and many other types. Taiwan's MUDs all use English or traditional codes, which has become a serious obstacle to the introduction of MUDs to the mainland, and the internet in the mainland was not developed in the early days, which did not constitute a network background and hardware foundation for the development of MUDs.

This is the first step for MUDs to enter mainland China, and it is a very critical step.

First of all, ES2 is a standard LPMUD, LPMUD is the most complex MUD, belonging to the multiplayer role-playing game, the operating system supporting LPMUD MUDOS is the most perfect development of the MUD operating system, based on MUDOS there is a set of very complete language system LPC (LPMUD's C language). Thus, in the beginning, the mainland MUD has a relatively high software starting point, and later all the mainland MUDs are LPMUDs, and the development is all based on the LPC supported by MUDOS (until recently, some other types of MUDs have been partially Chinese-introduced into the mainland, such as TinyMUD and DiKuMUD, etc.). Secondly, ES2 is a martial arts MUD that is different from other types of MUDs in Taiwan. Taiwanese MUDs are close to the West and use myths and magical stories as the background of their games, which is not easy to be accepted by mainlanders. This type of MUD itself is not very easy to be accepted by mainlanders, but martial arts is precisely the tradition of Chinese culture, and the world of martial arts MUDs displayed in words is just the right way to make MUDs give full play to all of its features. Therefore, once ES2 was introduced to the mainland, countless variants appeared. Typical ones are "Chivalry", "Journey to the West", "Wind and Cloud" and so on. These types of MUDs are all developed on the basis of ES2. ES2 is a transfer from a Taiwanese MUD, so it still has the characteristics of Western MUDs, such as the presence of magic and mythology. In the later variants, although some of them are based on Jin Yong's martial arts novels, they basically retain these non-martial arts plots. Therefore, MUD builders in mainland China are now trying to break away from the shadow of ES2 and develop purely Chinese martial arts MUDs.

The Beginning of the Genesis: The Rise of Domestic Online Games

Like the rest of the world, the history of online games in China has its roots in the text-based MUDs, and it is difficult to trace the time when Chinese gamers started to play text-based MUDs, but it was in the early 90s of the last century. It's hard to tell when Chinese players started playing text MUDs, but it was around the 1990s. At that time, text MUDs already had the same essential characteristics as today's online games - interaction between people through the Internet. Just like the visual effects of text MUDs, the state of online gaming in China at this time was dark and chaotic, which can be called the "prehistoric era" of online gaming in China.

After a few years of Chinese gamers crawling around in the MUD "network mud", a number of old board sports were "modernized" to join the ranks of online gaming, and one day in June 1998, Bao Yueqiao, Jane Jing, and Wang Jianhua were waiting for the first user of Lianzhong online, not realizing that a new era was dawning. A year after that, the simple graphical MUD game - "Smiling Proud Wanderer's Jing Zhong Bao Guo" raised the level of Chinese text MUDs by one step. A little later, a group of domestic MUD players began to set up UO (Network Genesis) simulation servers, and the Chinese were exposed to network graphical RPGs for the first time. The emergence of Lianzhong Game, Xiaoyao Wanderer, and UO simulation games laid the foundation stone for the development of online games in China. This period of time can be called the "Genesis Era" of online games in China.

Then came the year 2000, a time of crazy expansion of the Internet industry around the world, but also a time when China's online game industry dug the first bucket of gold - it can be called the "Gold Rush Era" of China's online games. First, the development team of "The Smiling Proud Wanderer" received strong capital support from the Haihong Group. Then King of Kings was officially launched as the first real Chinese online graphical network game and achieved success. Network Three Kingdoms" entered the Chinese market around the same time and was also a success. Finally, Lianzhong World, in May 2001, with 170,000 people online at the same time, about 20 million registered users of the user scale easily surpassed Battle.net, Microsoft GameZone, Yahoo Game Community and other online game powerhouses and became the world's largest game site, for China's online games, the "Gold Rush" for the "Golden Age" of the apt description.

In 2001, the huge potential of China's online game market has been recognized by all parties, major companies and groups have been involved in this field. At this time, China's online game market had the following distinctive features:

1. "Bigger is better". In most of the market areas, the number of top companies (products) is usually less than 20% of the total number of companies (products) in the market, but holds 80% of the market share, which is the law of the market that the big players eat everything - the same with the online game market, the same with the overseas market, and the same with the domestic market.

China's oldest online game, Lianzhong World, tops the list of domestic online games with 270,000 people online at the same time and more than 30 million registered users, far ahead of any competitor, and the only member of the first square in China's online game market. In fact, Lianzhong World is the most popular online game not only in China but also in the world. The members of the second square of China's online games include five online game masterpieces such as "Legend", "Magic Baby", "Stone Age", "Millennium", and "The Legend of the Golden Heroes Online". The number of online game products in the first and second formations only accounted for about 15% of the total number of products in China's online game market in 2001, but the number of users accounted for more than 85% of all online game users.

In 2000, the backbone of domestic online games were four online games, including Lianzhong World, King of Kings, Network Three Kingdoms, and Smiling Proud Wanderer's Jingzhong Bao Guo; in 2001, Lianzhong World was still the leader, and Stone Age, Legend, Millennium, Magic Baby, and Jin Yong Qun Fan Zhuan Online were the later ones to enter the mainstream position of Chinese online games. Chinese online game mainstream position. Especially "Legend" and "Magic Baby", the game quality is high, the player base is good, but also has the potential for further development.

2. "The Korean current is surging". In recent years, South Korea's domestic cultural offensive is very fierce, film, television, songs and other entertainment products and the corresponding stars have landed in China, and in the young people have caused a great impact, so people will be brought by the South Korean culture of a fashion trend called the "Korean current". In 2001, this cultural "Korean Wave" impacted on the field of online games: a total of about 10 Korean online games entered China, which means that every four online games in the domestic market has one from South Korea. Moreover, its user share has exceeded 30%. Among them, "Legend" and "Millennium" are especially outstanding.

There are three main reasons for this phenomenon: First, the South Korean online game industry itself is very developed, in 2000, South Korea's game sales totaled 835.9 billion won, equivalent to more than 6 billion yuan. Already has a number of high quality products; Second, the South Korean government for the domestic game industry is very supportive, and vigorously promote the expansion of overseas markets, mainland China is one of the focuses of their expansion; Third, South Korea's cultural background and China have a common place, compared with European and American online games, more easily accepted by most Chinese players. Among them, the South Korean government will be the game as an industry to support and achieved great results this is worth the attention of the relevant domestic departments.

3. "Four-way war". From the point of view of the origin of the game, the formation of the mainland, Taiwan, South Korea, Japan, the pattern of the four-way war. Mainland China's origin in the largest number of online games, the market about 40% of the online game products developed by mainland companies. However, the market performance of these products is very uneven, the vast majority of mainland network game products are very poor user scale, the number of people online at the same time is generally below 5,000 people, it can be said that they are struggling on the line of life and death. But the only one can be called the mainstay of the local network game products - "Lianzhong world" of the user scale of the large (270,000 people online at the same time) but far above any other network game products. It is also because of the huge user base of "Lianzhong World" that the user scale of the mainland-made online games still reached 40% of the proportion of the 2001 network game will be in the first position in the quadrangle.

The second largest online game in terms of market share is from South Korea, with about 10 products and a 30% user share.

The third most popular MMO is from Japan. Although the number of Japanese MMOs is very small - only two - they are both classics: Magic Baby and Stone Age, both developed by the same development team, JSS. Although there are only two products, the user share is as high as 20%. The style of these two games are more typical of the Japanese cartoon style, favored by female players, which is worth the mainland network game market and the attention of developers.

The number of online game products from Taiwan, although there are also more than 7, but the market share in the mainland market is only about 8%, the market performance is not as good as expected, both behind Japan, but also far lower than South Korea, and even more unable to compete with the mainland's local network game "United World".

4. "The Road to Games": In 2001, a number of portals began to try to run online games in order to find an effective way to turn user scale into market efficiency. First of all, NetEase, which cooperated with Huayi to operate Stone Age in mid-2001 and gained some revenue, launched its own large-scale role-playing online game, Westward Journey of the Big Story, at the end of the year and invited Stephen Chow to help, which aroused considerable attention in the market; and Tom.com planned to launch three online games, including Love Street 11, Chivalry, and Dawn of Peace ; Sina.com has also done some work in online chess and has partnered with Daewoo Softstar to provide online services for Monopoly 5.

With the dismal operation of the Internet bubble and the downturn of the online market, online games have become a bright spot in the Internet economy. These portals have a strong foundation in user base and online publicity, and may make very great strides after gaining basic experience in operating online games.

5. "Local Rise". Domestic game developers have made achievements in online game development. around 2001, domestic game developers launched more than ten online games, although the market response was mediocre, but they all showed a certain degree of product development strength. with the improvement of their market operation ability and the expansion of the domestic online game market, there should be excellent works to enter the forefront of the market.

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At the same time, many domestic online game manufacturers have also begun to online game sales channels and peripheral products related to marketing attempts and market development:

1. Product sales forms. There are two main forms of online game product sales. One is the game monthly card, a game point card.

Monthly game card: in accordance with a period of time (usually 1 month, "United World" and a few other online games up to 1 year) to charge a fixed price, regardless of the user's actual time in this time period to play the game online for as long as possible;

Game point card: in accordance with the user's actual time to play the game online to calculate the cost of the unit of measurement directly related to the time of the

Game Points Card: The cost is calculated according to the time the user spends playing online, and the unit of measurement is the "game points" directly related to the time.

2. Sales channels. There are mainly the following sales channels:

Traditional software stores, book two channels, e-commerce sites, online bank payments, other ways (such as giving away test CDs, cell phone SMS ordering, OEM and other bundled sales)

3. Peripheral products. The game industry and the traditional movie industry, are all part of the entertainment industry, also has the characteristics and trends of diversified development, many game-related peripheral products in the appropriate opportunity is to stand out.

In Japan, where the game industry is well developed, all kinds of game-related character models, dolls (which are manually assembled by the buyer and colored according to the buyer's preference and understanding of the game characters), animations, comics, novels, trinkets, souvenirs, and so on, have proliferated, and even famous series of games, such as Square's Final Fantasy and Capcom's Resident Evil, have also begun to expand into traditional entertainment. Even famous game series such as Square's Final Fantasy and Capcom's Resident Evil have begun to return to the traditional entertainment industry, infiltrating the movie industry and using the game's themes and subject matter to start their own sci-fi movies of the same name.

In China, Lianzhong World's Lianzhong anthology, King of Kings' Dragon Baby plush dolls and character collection cards, and Tencent's QQ series of dolls, trinkets, and other peripheral products have also begun to appear, and it is believed that with the popularity of online games and the proliferation of the number of players, the various vendors will surely be able to take advantage of this huge market to continue to launch more and more peripheral products related to the game.

2001 China's online game market part of the product list:

Name Game Type Simultaneous Online Number Domestic Publishing Production Development Domestic Launch Time Main Selling Points

LianZhongWorld Puzzle and Casual Online Game 270000 Beijing Jinghe Times Company Beijing Lianzhong Computer Technology Limited Liability Company Mar-98 The game theme of the health, puzzle, leisure, is the world's largest user of the game. It is the game website with the largest number of users in the world and has an unrivaled leading position in the history of China's online game development.

Animal World Puzzle and Casual Online Game - Beijing Entertainment Workshop TBD Funny, interesting, casual, highlighting the relaxed and cheerful feeling.

Monopoly 5 Puzzle and Casual Online Game - Beijing Jinghe Times Company Daewoo Information Company Jun-02 The Monopoly series of products has always had a high popularity.

China Game Center Puzzle and Leisure Network Games 85000 Guangdong Telecom Company 1998 Based on network board games, very popular in the southern provinces of China. The copyright is owned by Guangdong Telecom Company is a major feature.

Bianfeng Network Games Puzzle and Leisure Network Games 70000 Hangzhou Bianfeng Software Technology Co. 2000 Early 2000 Based on network chess and cards, with high influence in Suzhou and Hangzhou.

Crazy Tank Puzzle & Leisure Online Game - Shenzhen Jinzhi Ta Software Technology Co. Jun-02 Korea VISUALLAND Game Co. Cute character modeling, easy operation, diversified settings, has become a set of national sports online games in Korea, the number of members accounted for 1/5 of the country's population (9 million).

Very Male and Female Simulated Reality Online Game - Shenzhen Jin Zhi Ta Software Technology Co. 2002 Realizing the interaction between human and system, human and human on the basis of formation, it is an extremely life-oriented online game.

Bumper i Generation Simulation Reality Online Game 1000 Samsung Networking Technology Jun-02 The main target user layer is young female players.

Fourth World Analog Reality MMO - Beijing Chinese Star Digital Technology Co., Ltd. Mar-02 It gets rid of the traditional martial arts and mythological themes of game software, and replaces them with a relaxing and lively background of modern urban life and cartoonized game style.

Love Street 11 Simulated reality online game - Changtong United Broadband Network Technology Co. Taiwan "game dog" company Pending Similar to "The Sims"; corresponds to the cell phone SMS function.

Joycity Simulated reality online game 3000 Ninth City Computer Technology Consulting (Shanghai) Co. JCE Korea Oct-02 Virtual life, gender can be changed, clothing can be replaced, the character can be transformed into animals.

YiTian Role-playing online game 6000 Beijing JieSanFeng Information Consulting Co. South Korea YMIR company Dec-02 With voice chat system.

Millennium Role-playing MMO 45000 Beijing Jinghe Times, Beijing Arctic Ice Technology Development Co. Korea ACTOZ Corp. Mar-02 Stable, high-quality customer service provided by ACTOZ.com is the key to the enduring vitality of "Millennium" in the domestic market.

Red Moon Role-playing MMO 15000 Beijing Arctic Ice Technology Development Co. Korea JCentertainment Jun-02 Adapted from the work of the same name by the famous Korean cartoonist Hwang Mi Na, the art style is outstanding.

Magic Treasure Role-playing MMO 80,000 Daewoo Information Corporation ENIX Japan Jan-02 A well-developed career system; a similar but superior style of gameplay to Stone Age.

Sword of the Immortals Online Role-playing MMO - Daewoo Information Corporation TBD Formerly known as the single-player version of the hugely popular Sword of the Immortals.

Dragon Role-playing MMO 25000 Beijing Third Wave Theater Valley EsofNet and Samsung Electronics*** Co-developed Jun-02 The game's background is adapted from the best-selling South Korean fantasy novel Dragon, which boasts a staggering record of 2 million copies sold locally.

Heroes Role Playing Game - Eyagi Game Software Pending Winner of the Best Popularity Award at the 2000 LG International Cartoon & Game Show, the Best Sound and Creation Award, and the Best Art Award from Net Power Magazine

King of Kings Role Playing Game MMO 15000 Beijing World Huacai Network Software Co. Taiwan Lei Jue Information Jun-00 The earliest role-playing online game to be put into commercial operation in mainland China, and one of the founding fathers of the mainland online game market.

Mage Role-playing MMO 1400 Huayi International Vircom Canada Jun-02 A medieval sword-and-magic style MMORPG produced by Canada's Vircom in 1998, known as one of the world's top three MMOs along with Ultima Online and Everquest.

Stone Age Role-playing MMORPG 70000 Huayi International JSS Co. Jan-02 Japanese manga game style; pet-raising mechanism; easy and fun battles and communication.

Star River Bebe Role-playing MMO - Shenzhen Jin Zhi Ta Software Technology Co Ltd Magic Ring Studio Nov-02 Domestic large-scale role-playing game with strong sci-fi colors.

Chivalry Role-playing online game - Beijing Xuneng Network Co. Pangu Software Development Co. Jun-02 3D online game.

Legend Role-playing MMO 140000 Shanghai Shanda Network Development Co. ActozSoft Korea Feb-02 The game was first launched in South Korea, and won an excellent second place in the online game ranking.

Phantom Ranger Role-playing MMO 5000 Fuzhou Tianqing Digital Entertainment Mar-02 Timely turn-based battles, self-created martial arts system, drug synthesis, equipment forging, etc.

Da Lian Xiyou Online Role-playing MMO 6000 Wisdom Crown Electronics (Beijing) Ltd. The game is based on the Journey to the West, one of the four most famous Chinese novels, and invites Stephen Chow as the spokesperson.

Dark Light Role-playing MMO 1000 Wiz Gate Nov-00 Earliest Korean MMO to enter China.

Smiling Proud Wanderer Online Role-playing online game - Huayi International Yuquan International Jan-02 3D large-scale role-playing online game, adapted from the original book "Smiling Proud Wanderer" by Jin Yong.

Network Three Kingdoms Role-playing online game 6000 Zhiguan Electronics (Beijing) Co. Zhiguan Electronics (Beijing) Co. Sep-00 Three Kingdoms theme; nine official system; son inheritance system; large-scale group battle.

Jin Yong Qun Chivalry Online Role-playing online game 40000 Ji Guan Electronics (Beijing) Co. Ji Guan Electronics (Beijing) Co. Jun-02 The predecessor is the stand-alone version of Jin Yong Qun Chivalry, which has a high level of popularity.

Re-emergence Role-playing MMO 1500 Joy Digital Technology Co. May-02 Martial arts theme, runs faster.

The Undying Legend Role-playing MMO 3000 Joy Digital Technology Co. The quality of the picture is close to the same level of famous foreign games, and it is a better work among domestic MMOs.

Empire Online Role-playing MMO 5000 SITA MINGTAI LIMITED Pangu Software Development Co. Feb-02 Fighting Japanese invaders is one of the biggest features of the game, in addition to the character's illusion and disguise also has some selling points.

Smiling Proudly in the Wanderer's World - Jingzhong Bao Guo Simple Graphic MUD Game 4000 Beijing Jiesanfeng Information Consulting Co. Apr-99 The earliest simple graphic MUD in mainland China.

BaYe Strategy Matching MMO - Beijing LELE Technology Co. Apr-02 The battle system supports 13-player versus 13-player network battles, and it can control a maximum of 130 battle units.

Three Kingdoms Century ON LINE Strategy Battle Online Game - Beijing World Huacai Network Software Co. Jul-02 A "never offline" online game, even if the player is away from the game, the computer will take the place of the player to accept the challenges of other players.

Nebula Warfare Strategy Matchmaking Online Game - Hong Kong Aizui Games and World Expo Guanglian France Cryo-networks Apr-02 The first MMORTS (Massively Multiplayer Online Real-Time Strategy Game) on the mainland market. Massively Multiplayer Online Real-Time Strategy Game).

God of War Strategic Battle Online Game - Now Networks Ltd. May-02 No need to download and install any program, you can access the game through a variety of Internet access, including WAP cell phones.

1. Before 1995, the "prehistoric civilization" of China's online games, the Chinese network text Mud (Mud) games began to prevail

Most of the domestic Chinese text Mud is adapted from the prevalent foreign "Oriental Tales" Mudlib, limited to the domestic Internet access at that time, most of the domestic Chinese text Mud is adapted from the domestic Mudlib. To a large extent, they were developed in the centralized computer rooms of various domestic universities and colleges, and essentially tainted with the characteristics of the game subculture of the campus cultural atmosphere, once it appeared, it was all the rage among the domestic Internet users at that time, and it really provided them with a place to spend time and talk about the world, and many of the pioneers of this batch of Mud have become veterans in the domestic online game industry a few years later, GMs and even CEOs.

2. June 1998 Lianzhong Game World officially started its service

Lianzhong Game World, founded by three veterans of the domestic IT industry, Bao Yueqiao, Jianjing, and Wang Jianhua, began to set up game servers in the Oriental Netscape to provide free services to domestic users of the Internet such as Weiqi, Chinese Xiangqi, Checkers, Tractors, and Arching Pigs. Chess game services, from then on, a generation of the world's online game giant began its long road of growth.

3. April 1999, the official establishment of the working group of the Le Fighter, the launch of the game network

In 1995, began to operate the "sound of music telephone game experts" telephone voice game service of the Le Fighter, began to enter the Internet field, after the upgrade of the original telephone game, launched the first simple graphic game in China, which is the most popular game in the world. Launched the earliest simple graphical MUD game in China --- "The Laughing Proud Wanderer's Loyalty to the Country".

4. July 1999 Network Genesis (Ultima Online) folk simulation servers appeared

In that night of the hot summer night in 1999, how many people were downloading more than 600M UO client program, followed by Shenzhen, Beijing, Shanghai ...... and other places have appeared a large number of simulation servers, although in some specific server setup rules and human server management with the official version of the UO still has a significant gap, but also has been able to let the domestic players to get a glimpse of the great UO style, personal experience of the kind of real graphical network game of virtual social life. This trend has lasted for a long time in China, and to this day, a large number of players still indulge in the increasingly mature development of UO simulation servers. Of course, the event itself was a catalyst for the development of online games in China, and from then on, players in China were really enlightened and opened their eyes to the true excellence of online graphical RPGs.

5. March 2000: Lianzhong creates the Guinness Book of Records for online gaming

The Lianzhong game in March 2000 was the first of its kind in the domestic online gaming industry. World in the domestic network game industry has begun to king style, in actively expanding overseas markets, preferred the same has a strong Go culture in South Korea, in the Lianzhong game world Korean version began to run at the same time, China and South Korea co-operation between the two sides jointly organized the first "China and South Korea network Go confrontation match", set the then largest network Go game The tournament set a Guinness World Record and was officially certified by the Guinness Book of Records.

6. July 2000, the first real Chinese network graphic Mud game "King of Kings" was officially launched

The first Chinese graphic MUD - the first in the industry - was developed by Lager, and distributed by Huacai, the largest software publisher in Hong Kong and Taiwan. The first full Chinese graphical MUD, King of Kings, has finally made its grand debut in China. This game is developed by the Chinese themselves, the traditional text MUD into a dynamic network graphics scene, is the world's first full Chinese 3D graphics RPG large-scale network games, can simultaneously accommodate 10,000 people online. The background of the game is in the European medieval era, and its biggest feature is that players are able to establish their own city states in the game, which will combine all the city people (played by the players) into a whole, and the intricate relationship between the city states makes this game full of endless fun.

7. September, 2000: Wisdom Crown's traditional Three Kingdoms-themed online game "Network Three Kingdoms"

Wisdom Crown, the largest game distributor and publisher in Taiwan, launched its newest online game, "Network Three Kingdoms", which was completely self-developed from the server side to the user side, and was released in Taiwan and China. So that players in the many network games and have a new choice, in the world of the network to play the Three Kingdoms, on the Three Kingdoms.

8. November 2000, Yuji Kotsu "Light of Darkness" blew the horn of the Korean network game into China

South Korea's wholly-owned Yuji Kotsu (Beijing) Network Technology Company was formally established in Beijing, and at the same time, a grand launch of a popular South Korean classic network game "Darkness", since then, more South Korean network games began to flock to the Chinese market.

9. January 2001 Beijing Huayi launched the online RPG "Stone Age"

"Stone Age" was very different from the online games at that time, replacing the traditional online role-playing game's blood and violence with bright colors, cute characters and humorous design, and was therefore favored by female players.

At the same time, Huayi's WGS charging system was also officially launched. The WGS online charging system utilizes a point-based charging system, whereby each time a player plays a game, points are deducted according to the length of time they have been online. Users can increase the points for their account by purchasing a WGS membership card, and the WGS membership card can be used to access all online games in Huayi.

10. March 2001: Chinese original online game "The Fourth World" was released

Beijing Chinese Star Digital Technology Co., Ltd. launched the first large-scale online game "The Fourth World" (formerly known as "Dream Home"), which was designed entirely by mainland China and based on the theme of modern urban life. (formerly known as "Dream Home"). The game completely got rid of the traditional online game of martial arts, myths and other subjects, with a relaxed and lively modern urban life as the background, cartoon modeling of the player can be in the game job hunting and working, love, shopping, horse racing and betting and other activities, but also through the pursuit of fame and fortune in each other to produce a variety of grudges.

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