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Chapter 2022 Views

Li Zhongxin looked at the data collected by Jiujing Takako and knew very well that computer technology in developed countries developed rapidly during the late 1960s and 1980s, while the development of computers in China was in a stagnant state at that time.

This stagnation is mainly due to the catastrophe in the 1970s, and it is precisely because of that catastrophe that China's computer or network development and other technologies lag behind the world for more than ten to twenty years.

Computer technology abroad is developing, and China has almost no investment in this regard, or at that time no one went back to consider these things. It was a luxury for intellectuals to live safely and safely, so where would anyone consider this matter?

It can be said that even in 1995, China's computer technology is still quite backward, and its computer share is even below the middle level in the world. It is precisely because of these things that restrict the development of China's Internet.

Li Zhongxin attaches great importance to online games, otherwise he would not have asked Kyuki Kazuko and students studying abroad to help him collect information on this aspect. You should know that it is quite difficult to collect comprehensive information at this time.

That is, Kukai Shizuko is relatively powerful in the United States and has a large number of people. In addition, international students from various countries are studying in universities in various countries, so they can collect so much information.

After 1980, John Taylor and Kelton Flynn formed Kesmai, which left many memorable works in the history of online games.

Kesmai's first contract was signed with CompuServe, when John Taylor saw an ad called Space Warriors by CompuServe - "If you can write a game like this, you can get $30,000 in royalties per month."

He sent a manual for The Island of Kesmai, developed with Kelton Flynn to Bill Loden, who was in charge of the gaming business at CompuServe at the time, and Loden was very interested.

The running platform of "Kesmai Island" is UNIX system, and CompuServe uses a DEC-20 computer, so Kesmai has redeveloped a DEC-20 version for CompuServe.

The game has been in operation for about 13 years and officially started charging in 1984, with a fee of US$12 per hour. In the same year, MUD1 also launched its first commercial version on Compunet in the UK.

In 1984, Mark Jacques formed AUSI (the predecessor of Mythic Entertainment, the developer of "The Dark Age of King Arthur") and launched the game "Aladdat".

Jacques built a server platform at his own home and installed 8 phone lines to run the text role-playing game, which costs $40 per month.

This is the first online game in the history of online games that adopts monthly payment. The monthly payment method is conducive to accelerating the popularization of online games and will play an important role in the popularization of online games.

But! The monthly subscription system did not have the conditions to grow at that time. In 1990, AUSI set the price for "Danmen" at US$20 per hour. Although the fees were astonishingly high, some people were willing to spend more than US$2,000 per month to play this game. Therefore, in the late 1980s and early 1990s, the monthly subscription system did not attract people's attention.

By the mid-1980s, Bill Loden convinced General Electric (GE)'s information services department to invest in a CompuServe-like, commercialized, ASCII-based network service platform.

GEnie's low charging standard has caused a huge response among users, and has also made CompuServe, which has always had a strong sense of superiority, feel the pressure of competition. The GEnie system actually uses the servers of GE's information service department to provide services to users during their free time at night, so the charge is very low, with the price at night being about US$6 per hour, almost half of CompuServe.

Quantum Computer Services (the predecessor of AOL) silently launched the QuantumLink platform, a graphics network platform specially designed for Commandore 64/128 game console players, with a rate of only $9.95 per month.

This charging standard can completely become an important milestone in the history of online games development. However, since the Commandore 64/128 game console at that time had entered a recession, this revolutionary charging standard, like Jacques' "family workshop", failed to attract people's attention, otherwise the revolution in online games would be likely to come early.

From this time on, more operators have intervened, making the competition in the network service industry fiercer, and lowering the fee rate has become an inevitable trend.

In the early 1990s, Sierra established the world's first service platform dedicated to online games - The Sierra Network. This platform is somewhat similar to the domestic Lianzhong Games. Its first version is mainly used to run chess and card games (Bill Gates was an avid bridge player at that time, who had his own account on the Sierra Network and often visited them). The second version added more complex online games such as "Shadow of Yesébers", "Red Earl" and "Fantasy Space".

At that time, the operator of Sierra Network also contacted Richard Galliot and moved the developed "Net Genesis" to Sierra Network.

Li Zhongxin has a very deep understanding of the development of online games during this period of time. Through these things, Li Zhongxin has clearly understood the future development prospects of online games. However, Li Zhongxin has a clear understanding of the future development of online games. However, Li Zhongxin has a clear idea that it will take a long way to go to truly develop Chinese online games.

Li Zhongxin wanted to send Zhongxin Company to the people from Zhongxin Animation Base abroad for further study and learn advanced technologies, which is to lay a certain foundation for Chinese online games in the future.

The market for online games in China is very large. Li Zhongxin remembers that in later generations, the profits generated by online games were about 200 billion yuan each year. Zhongxin Company did not seek to occupy half of the market, but also wanted to share some things in it.

In Li Zhongxin's mind, not all online games are bad for the country. Games can make people entertain and not do unnecessary things. As long as he does better in management and control in the future, there will be no big problems.
Chapter completed!
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