Online Game History - The development of technology makes increasingly prevalent online game play, and of course this is for gamers own happiness. But you know the history of online gaming as well as the ebb and flow from year to year? These are things we need History Of Online Games particularly for online game lovers. Well in this article topic raised specifically for online game lovers and for anyone in general to increase our knowledge about the history of the beginnings of online gaming.
As previous articles, each article is based from various sources, not just listen to the story alone. And this time, Online Game History awalmula.com quotes from redeyedevil.wordpress.com, may be able to treat the beginning of your knowledge about the history of online gaming.
The first online game heyday, when Ultima Online, EverQuest, and Asheron's Call had no competition. This is the first successful third game that will inspire other companies to start creating their own online game.
The start of the competition in May 2001 - April 2002
At this time the development of EverQuest and Asheron's Call dropped dramatically, even Ultima Online lose customers. This is because a number of new online games entered the market with the uniqueness of each. In addition, the cancellation of Electronic Arts to make the Ultima Worlds Online: Origin or Ultima Online 2 also allows players disappointed. Electronic Arts chose to concentrate on the continuous development of Ultima Online and expanding into Asian markets.
Actually, now that Electronic Arts also has a capital difficulties for Ultima Online 2. This controversial decision to make a lot of customers Ultima Online Ultima Online2 loss anticipated on and try other games. Most of the other customers stopped playing Ultima Online Ultima Online as predicted will not be able to compete with these games to come, especially in the subject graph. then continues with a disastrous expansion direleasenya Ultima Online: Third Dawn, which does not suit the tastes of gamers.
In addition, during this Anarchy Online and Dark Age of Camelot beta test started with a stunning press conference and not half-hearted a lot of money for advertisements. Senior players Ultima Online, EverQuest, and Asheron's Call belom find alternative games they've ever tried. Although some gamers have many kinds of game dibermacam account, most of the gamers only have time to focus on one game alone. Anarchy Online has a little problem on the launch but the Dark Age of Camelot successfully entered the market share, they get 200 000 consumers at launch.
Last Asheron's Call Dark Majesty expansion briefly with but then trampled by the emergence of non-game-game fantasy emerging such as Anarchy Online, Motor City Online, and World War II Online. Motor City Online reached the peak of his success in June and decreased gradually. Anarchy Online and World War II Online since the launch of bad losers.
Began to quiet the fans of online games in May 2002 - October 2004
This is the most difficult period for online gaming market. Although the magnitude of the prospect of online games continues to increase in 2002 and 2003, the competition is also getting crowded. Many online games are in development, was forced to delay or even canceled. Old games trying to keep their customers, the number of their customers up and down with the decline more than the increase until it runs out.
Most online games are just entering the market does not reach the target, and even some forced to close down. Although there are few bright spots such as the emergence of Final Fantasy XI, RuneScape, Eve Online, and City of Heroes between May 2002 and May 2003, the market is growing less than 8%. At the January 2004 until October 2004 the market dropped to just grow as much as 2%. At the end of 2004 the online gaming market to be quiet.
Triumph of Warcraft Online Game November 2004 - Present
Starting with direleasenya World of Warcraft, online gaming market situation changed drastically. World of Warcraft is not only successful, but also holds the record of a very high among online games that pay (Pay to Play) others. Although the majority of customers World of Warcraft come from the PRC, is now the number of customers in the European World of Warcraft more than one billion while in North America about one point five to two billion! The success of World of Warcraft from Blizzard, which always spawn those games that provide a unique gaming experience.
The features offered by World of Warcraft as kekompleksitasannya, easy to play, and developmental level affect the development of online games, especially the Dark Age of Camelot, EverQuest, and Lineage series.
In the month of June 2006; 93.5% of the market fall into the category of fantasy-themed RPG; 4.1% in the category of sci-fi themed RPG and superhero; 0.3% is a simulation of war and FPS (First Person Shooting), and second, 2% in the category of the community and others. Although it seems fantasy lebiih popular, the developers sniff out the prospects in the game with a sci-fi background.
They see the film industry, where sci-fi has a much greater success.
Some companies are trying to explore this potential, such as the direleasenya Auto Assault, City of Villains, Huxley, Seed, and Tabula Rasa. Other companies choose not to take risks and spawned the Age of Conan, Aion, Dungeons & Dragons Online, Gods & Heroes, Hero's Journey, Lord of the Rings Online, Soul of the Ultimate Nation, Vanguard, and Warhammer Online, and the title- Other titles.