1June, 1998, Lianzhong Game World, founded by Bao, Jane Crystal, started to build a game server in Oriental Netscape, and provided five online chess games, such as Go, China Chess, Checkers, Tractor and Palace Master, to domestic Internet users free of charge. A generation of world online game giants began to take the first step.
1April, 999, the Music Fighter Working Group was formally established, the legendary swordsman Game Network was established, and the earliest simple graphic MUD game "the legendary swordsman Zhongjun" was launched in China.
1July, 1999, Ultima online folk simulation server appeared, and a large number of simulation servers appeared in Shenzhen, Beijing, Shanghai and other places. Since then, domestic players have begun to contact truly excellent graphic online games.
In March 2000, Lianzhong created the Guinness World Record for online competition. Lianzhong chose South Korea when expanding overseas markets. At the same time that the Korean version of Lianzhong Game World began to run, Chinese and Korean partners jointly held the first "China-Korea Online Go Competition", which set the record of the largest online Go competition at that time-1,2 1, 400 people. The competition set a Guinness World Record and was officially certified by Guinness.
In July, 2000, the first truly China online graphic Mud game "King of Kings" was officially launched. With excellent game quality and special historical conditions, King of Kings became the undisputed king of the first generation of online games in China. The operating mechanism of online games in China has also been established through the King of Kings, and its potential market has become the direct reason to attract more companies to attack the online game market.
In September 2000, the online game "The History of the Three Kingdoms on the Internet" with the traditional theme of Zhiguan went on the market, which was comparable to the "King of Kings" in the same period and won a good reputation.
On June 5438+065438+ 10, 2000, UchiTech entered China as the agent of the Korean online game "Dark Light", but this semi-finished game was quickly eliminated by the market, but it became the first shot for Korean online games to enter China.
200 1, 1, Beijing Huayi launched The Stone Age, which replaced the blood and violence of traditional online role-playing games with bright colors, lovely characters and humorous design, and became another market overlord after King of Kings. At the same time, Huayi's WGS (Point-to-Point Charging) system began to run, which provided a lot of reference for later online game charging.
In March, 20001year, the first original online game "Fourth World" in Chinese mainland was listed. Although this work, launched by Beijing Huaxing Digital Technology Co., Ltd., filled the blank of Chinese mainland's original online games, it just ended its journey hastily.
In March, 200012000, the Asian Union, Taiwan Province Shengseng and Jinghe Times jointly launched the Korean martial arts online game Millennium, which became the most influential work in early Korean online games because its background was closer to China culture.
In May of 20001year, Lianzhong World grew into the largest online game website in the world. After more than three years of rapid growth, Lianzhong has grown to the scale of online users170,000 and registered users of about180,000, making it the largest online game website in the world.
On May 20th, 200 1 year, the "bumper I generation" was officially publicly tested. This ultimately failed Korean online game proves that adventure and PK are the first choice for China players, and the leisure community game has been greatly discounted since then.
In June, 20001year, the computer room dedicated to Huayi Million Players was started. Beijing Huayi cooperated with China Netcom to set up a special computer room for online games for more than one million players in Beijing, Shanghai and Shenzhen, the three cities with the most concentrated online population in China, and jointly built a special computer room for online games in China to provide higher-speed and more stable online game services. The cooperation between game companies and telecom service providers is in full swing.
In July of 20001year, the third wave of Dragon was officially listed, which is one of the few successful fantasy online games in China so far, but it eventually lost its own market because of improper handling of the packet problem.
In July 20001year, the second online game of the Asian Games, Red Moon, was officially listed. This work based on Korean classic science fiction, together with Korean online games "Millennium" and "Dragon" at the same time, carved up most of the domestic market of Korean online games.
In July of 20001year, Youlong launched "Biography of Jinyong Heroes ONLINE", which was successfully occupied by Korean online games in the domestic game market and became the most successful original online game in 20001year.
In July, 20001,The Century of Three Kingdoms released by Cai Hua Company was officially listed, but this game failed to recover the market lost by the king of kings, and Cai Hua, the former overlord, gradually declined.
200 1, 10, Tianfu hotline game center was formally established and quickly became the most important game position in southwest China.
200 1, 1 1, Netease launched "A Chinese Odyssey ONLINE", which sounded the horn of the portal to enter the online game industry. This move makes online games a new profit growth point for the portal.
200 1 1 1, Lenovo represented by Shanghai Shanda was officially listed. No one expected that online games, which were originally considered inferior, would become the biggest winners of online games in China in the next two years.
In June 2002, 5438+ 10, the Poké mon represented by Netstar Company went on the market. This online game, also from Japan, quickly replaced the position of the Stone Age in the Q version of online games.
On June 2002, 65438+1October 1 1, a legendary hacking incident broke out, and Shanda Network offered a reward of 300,000 yuan to catch the culprit.
In May 2002, Cicada released Decisive Battle. At this point, the Korean Wave has swept the entire online game market in China.
In June 2002, in order to make up for the poor operation of A Chinese Odyssey 2, Netease introduced the "monsters" of the three major online games in Korea at that time, and Netease's compound online game management strategy surfaced.
On June 16, 2002, the fire in Beijing Blue Speed Internet Cafe shocked the whole country, and the youth of University of Science and Technology Beijing 2 1 forced the government to punish black Internet cafes nationwide.
On June 25th, 2002, the legend of heroes ONLINE, the first Hong Kong-style online game in Chinese mainland, began testing.
In July 2002, the online edition of Romance of the Three Kingdoms, which was improved from the online chronicles of the Three Kingdoms, was officially charged, but it failed to save the underestimated generation of kings.
In July, 2002, the number of simultaneous 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, the ninth city launched the testing activity of proxy miracle.
10 On June 6th, a legend appeared in China, and it began to enter the historical stage.
June, 5438+October, 2002 10, Tianfu Hotline Game Center launched the first online game TV program "Legendary Dreams Come True", which is the first time that online games use TV program techniques as a propaganda means.
In June 2002, 10, the wizard plug-in appeared, and Netease deleted 65438+ 10,000 accounts in one breath to stop plug-in.
From June 5438 to October 2002 10, Ogilvy Electronics, a domestic stand-alone game giant, set foot in online games, and Peacock King was officially put into operation.
In June 2002, UBI signed EQ, and the first online game in Europe and America was registered in China.
In June 2002 1 65438+1October1,the player game company Chuangchi officially signed Tears of God.
On June 5, 2002, 165438+, the magic sword of the interaction between heaven and man entered the internal testing stage.
On June, 2002165438+1October 13, nine cities joined hands with public security organs to crack down on Mu's external outlets in Heilongjiang.
From June 5438 to October 2002 10, Tianfu Hotline Game Center, after one year's operation, has 9 games on its platform, more than 500 servers are running, and the average online number has exceeded 65,438+10,000, making it the preferred partner of online games in Southwest China.
In June, 2002, 165438+ 10, the forgetting legend of Shanghai Yixing agent began to be tested.
In June, 2002, 165438+ 10, Joyo Digital released "new journey to the west's Datang Empire" after "Legend of Immortals". This game is also the beginning of 2 1CN website's involvement in the online game industry.
In June, 2002, 1 1, Sina officially signed a contract with Paradise, marking the first portal in China to get involved in online games.
On February 9, 2002, 65438, the first online game masterpiece "Tianjiao" was launched.
From June 5438 to February 2002, the "N era" of Tsinghua Tongfang, a famous IT enterprise, entered the testing stage.
From June, 5438 to February, 2002, Xuanyuanjian ONLINE, which received much attention, entered the testing period through the agent of Netstar.
From June 5th to February, 2002, "2002 China Online Game Industry Survey Report and Online Game Industry Summit" was held in Chengdu.
June 5438 +2003 10, the first online game operator in Sichuan officially launched Destiny.
On June 65438+1 October1day, 2003, the Shinkansen game officially launched the Fairyland Legend.
On June 24, 2003, 65438, Actoz and Wemade unilaterally suspended the operation right of Shanda Legend due to the arrears of sharing fees in Korea, and the first online game operation dispute between China and South Korea began.
On June 65438+1October 65438+July 2003, "Tianjiao" launched the POLO car plan, and at the same time, it took 10 mobile phone as a prize and started a large-scale promotion activity in China.
In February 2003, the just-tested Legend of Wonderland appeared in China.
In February 2003, Qiu Xin, a domestic game benchmark, returned to his hometown of Chengdu to create DreamWorks and devoted himself to the development of original online games.
In March 2003, Actoz and Wemade formally cooperated with Guangtong Entertainment, and the new generation legend Legend 3 entered the preparatory stage of operation.
On March 24th, 2003, the first player rights organization "Destiny Players Senate" was born with official support.
In April 2003, "the first 3D online game in China" and "City of the Sky" died, and the operator Shanghai Fengzhigu Digital Entertainment Technology Co., Ltd. also declared its disintegration.
In April 2003, SARS swept across the country, and online games became the main entertainment mode of Chinese people during this period. Some companies took this opportunity to do some creative promotions to seize the beach market.
In May 2003, Tianjing Digital participated in E3 2003 with Ghost Ranger, which was the first online game in China to appear in a world-class exhibition.
On May 26th, 2003, Ogilvy Electronics announced the termination of the online game Peacock King, which was the first online game in China to withdraw from the market after operation. On May 8, 2003, Beijing Netstar Company launched an activity with the aim of "Green Online Games in a New World". In the next month or so, tens of thousands of illegal characters were permanently suspended. However, domestic online game companies have never been United, and collectively participated in this activity to prevent cheating such as plug-ins, which lasted until the end of September 2003.
On May 23rd, 2003, Tencent's first online game "Triumph" began internal testing.
In June 2003, Shanghai Yixing Software laid off a large number of employees, gave up the Forgotten Legend, which had been in operation for only half a year, and established Shanghai Runxing as a joint venture with Kerun Group, and turned to the new game Hunter.
On June 26, 2003, the General Administration of Press and Publication made it clear that the plug-in was illegal Internet publishing. It is also required that all Internet game publications must publish "healthy game advice" in a prominent position on the screen before the game starts: resist bad games and reject pirated games. Pay attention to self-protection and beware of being cheated. Moderate games are good for the brain, while indulging in games is harmful to the body. Arrange your time reasonably and enjoy a healthy life. In July 2003, Shanda filed an arbitration application with the Singapore International Court of Justice, demanding that Actoz and Wemade compensate for the losses caused by the unilateral termination of the contract.
In July, 2003, Jinshan Company's carrier-class work "Xia Ai ONLINE" was officially tested.
On July 26th, 2003, Jinshan Company held a large-scale theme product launch conference "the legendary swordsman" in Zhuozhou CCTV Film and Television Base, which was unprecedented.
On July 28th, 2003, Legend World, which was developed by Shanda, began testing, and the number of online users reached a peak of 300,000 during the testing period.
On August 6th, 2003, Haihong officially signed a contract with Actoz to act as the agent for adult online game A3.
In August 2003 10, Actoz reconciled with Shanda and continued to write a legend for two years.
In August, 2003, Lianbang signed the online edition of Love between Swordsman and Swordsman for 40 million yuan, which was a sensation.
On August 27th, 2003, Shanda held a press conference, and the famous director Chen Kaige officially joined Shanda as the artistic director, responsible for making the 3D version of Legendary World, making the opening animation and other publicity CG.
In September 2003, online games were officially included in the National 863 Plan, and the government will invest 5 million yuan to support the development of original online games. Jinshan and graphite became the first beneficiaries of the 863 program.
On September 26th, 2003, the 2003 China Online Game Annual Conference sponsored by China Electronic Information Industry Development Research Institute and China Software Industry Association ended. Selected 10 categories such as "most popular 10 online game award" and "domestic online game award", resulting in more than 50 awards.
On September 28th, 2003, Legendary World officially started charging.
On June 9, 2003, 10, Wemade formally sued Shanda Legend World for infringement, which was formally accepted by Beijing No.1 Intermediate People's Court.
On September 25th, 2003, World of Warcraft was jointly won by Ninetowns, Singapore Telecom, Sohu and Intel.
In June 2003, 10, the Chinese mainland Rich List produced by Hurun and the annual Chinese mainland Rich List produced by Forbes were released one after another, and the top billionaires 10 got their hands on online games.
Since 2005, Ninetowns has won World of Warcraft, a world-class masterpiece, at a high price, and has steadily become a first-tier manufacturer group. Since then, it has continued to snatch influential works such as Sword of Excellence, Miracle World and RO2. Many game companies are affected by this, and even think that as long as a masterpiece is identified and successful, then the game is likely to succeed. In the competition of many domestic manufacturers, the signing fee and sharing fee of the game went up in two years, followed by a great increase in the cost of servers and early promotion. Many manufacturers who want to get masterpieces are reduced to the embarrassing situation of losing money and earning money. In the past three years, the internationally successful masterpiece is just a World of Warcraft.
The success of "Perfect World", the explosion of "Journey" and the low-key profit of NetDragon have made many class brothers struggling on the food and clothing line quite tempted; The passivity of Changlv in the "Dance Troupe" incident and the embarrassment that Jiucheng became the "Blizzard Network Management" made domestic companies look scared. It has become the consensus of most domestic manufacturers to independently research and develop domestic online games that can be completely controlled, and to minimize the agency for games with serious homogenization in Korea, Japan and Europe.
Perfect Time and Space, Shanda, Netease, Giant, Jiuyou, NetDragon and other manufacturers have independently developed products this year, as well as many fine products such as Tianxia 2, Westward Journey 3, Eight Dragons, and Journey of Wind and Fire. Although these games are not perfect, but in terms of capital and technology. Their efforts are not easy in the objective environment with relatively little experience.
Since the beginning of this year, more and more companies like to set up their own R&D studios. Compared with the sky-high price of acting as an agent for foreign masterpieces, a small and medium-sized studio only needs several hundred thousand RMB per month, which is quite cost-effective. Even if the first step of the product is a failure, it has trained valuable developers for the company's online games in China, which is a valuable asset.
The online game anti-addiction system was officially put into use on July, 2007 16.
The General Administration of Press and Publication initiated and cooperated with the Central Civilization Office, the Ministry of Education, the Central Committee of the Communist Youth League, the Ministry of Information Industry, the Ministry of Public Security, the All-China Women's Federation and the China Committee for the Care of the Next Generation, and jointly issued the Notice on Protecting the Physical and Mental Health of Minors and Implementing the Online Game Addiction Prevention System (hereinafter referred to as the Notice).
According to the notice, the implementation of the anti-addiction system will be carried out in three steps:
/kloc-April 0/5 to/kloc-June 0/5, according to the development standard of online game anti-addiction system, developed the anti-addiction system in online games for domestic online game enterprises.
The examination time is from June 15 to July 15;
On July 16, the anti-addiction system was officially put into use.
At that time, all domestic online games (including foreign online games) must add anti-addiction systems, otherwise they may not be allowed to operate.
Kou said that at present, most online games are equipped with the function of gaining experience value and virtual goods rewards through long-term online accumulation. It seems that minors with weak self-regulation ability indulge in online games too much, which not only damages their physical and mental health, but also affects their normal study and life to varying degrees, so the anti-addiction system will be started. The system will only be aimed at minors. In addition to large-scale online games, it also includes casual online games operated by Tencent and Lianzhong.
The core content of the development standard of online game anti-addiction system is that the accumulated game time of minors is "healthy" game time within 3 hours, and the game time after 3 hours is "fatigue" time, during which the game income is halved. If the cumulative game time exceeds 5 hours, it is "unhealthy" game time, and the income will drop to zero, thus forcing minors to go offline to rest and study.
Public opinion generally believes that although the phenomenon of indulging in online games is widespread in all countries, this technical protection measure was initiated by the administrative department of China government.
Types of online games today
1. Martial Arts: This kind of game takes China's martial arts as its theme, with representative examples such as Jinyong Hero online, Millennium, New Hero Gate and Wu Soul.
2. Fantasy: This kind of game is based on the fantasy world, and the more representative ones are: Red Moon and so on.
3. Dungeons and Dragons: This kind of game is adapted from Dungeons and Dragons by western fantasy novel, and its typical examples are Dragon, Endless Mission, Miracle MU and so on.
4. Cartoons: The characters and monsters in this kind of games all appear in Q cartoons, such as Stone Age and Poké mon.
5. Recreation and entertainment: This kind of game is mainly a small game for players to enjoy in their leisure time, and the representative ones are Crazy Tank 2 and Happy Submarine.
From the MUD era in the 1990s, to 1999 when Genesis of the Internet entered China, and then to the miraculous success of 200 1 Grand Legend, the domestic online game market has developed to today's prosperity. The behemoth of online games has gone through several different stages in China. This year, the State General Administration of Press and Publication announced the compulsory implementation of "online game anti-addiction", which indicates that the online game industry in China has entered a new stage of government supervision. With the increasing influence of online games, online games have become more and more social significance. In this new stage, the management focus of online games is no longer just to consider how much entertainment can be provided to players, but also to care about the impact of a game on society. The domestic online game industry is facing a new reshuffle.
When it comes to the impact of online games on society, we can't ignore both positive and negative aspects. The positive value of online games lies in that it has greatly expanded the development of China's network industry and computer industry, and attracted a large number of users to join the ranks of online users. Online games have created a lot of social wealth and employment opportunities, and promoted the economic development in many areas. Domestic communication industry, computer industry and Internet cafe service industry have developed rapidly because of the rise of online games. At the same time, online games are a cheap and popular new form of entertainment, which provides a relatively harmless pastime for low-and middle-income members of society.
However, public opinion is increasingly concerned about the negative impact of online games on society. The first is the harm to minors. Although the responsibility of minors entering online games is not only in the game itself, online games bear the main responsibility of limiting minors' excessive participation in games under the current situation of poor social supervision. Among them, the biggest harm to minors is that online games take up too much time and energy of minors and affect their healthy growth. As a result, there are other negative effects: for example, the harsh and vulgar game environment of some online games; For example, PK setting of violent online games; The setting of marriage and gambling in some online games; There is also the cost that online games themselves require players to pay, which is not easy for minors.
Anyone with a little economic knowledge will know that it is impossible for any industry to grow indefinitely. After developing to a certain extent, it will inevitably stagnate for some reason. Now, the online game industry is facing a period of stagnant development. Only those online games that are in line with development, such as casual online games and permanent free online games, will survive the changes in the online game market and usher in a new peak of their own career.
Online games do more harm than good. The similarity of online games is that online games give people a "second life" in reality, which is born in the game. With the end of the game, the humanized design of the game gives players different identities and experiences. With the introduction of more and more foreign games and the raising of the banner of online game industrialization in China, another common feature of online games is that they are linked to the real time and money of players.
The reason why we talk about online games from the perspective of education in China is that students are the main consumers of online games in China, although there are also adults with relatively relaxed working environment hanging on the games, which is nothing compared with the student corps.
What are the advantages and disadvantages of online games for the crowd? The so-called benefits, one is killing time, and the other is a simulation exercise, which is a bit like a simulation exercise before actual combat. The so-called disadvantages, one is to spend time and money, and the other is that people with weak willpower will confuse the network with reality.
The mode of educating children abroad is different from that in China, where children are relatively independent and have strong self-control ability. In addition to studying, children in China have little social experience and lack self-protection awareness. In the relatively "adult" game, they are easily hurt by virtual emotional betrayal, which is not conducive to the development of children's good character. In the concept of money cultivated by foreign children from childhood, most of the money is made to support themselves. The national condition of our country is that all expenses are in parents' pockets before the children walk out of the ivory tower. The high investment of time and money in online games will not only ruin children's studies, but also make them commit crimes because they need money. This is no longer an alarmist. In terms of juvenile delinquency in China, the number of crimes caused by online games is increasing year by year.
No matter how exquisitely designed and brilliantly conceived an online game is, as long as we imagine that there is a naive soul behind those virtual "lives", they will be subjected to various tests such as evil, hypocrisy and deception in online games, just to reach the peak of virtual life. This was not invented by the author. Players with a little common sense should understand that since large-scale online games gather many players and use money, time and wisdom to win the peak, conflicts of interest will inevitably arise. In the face of interests, online players will also have their own "emotional betrayal", and many people may "eat" the experience accumulated by a player for several hours by enemies and even associates. These games are not conducive to the development of children's spiritual beauty in China. The exaggerated performance of games will mislead teenagers' cognition of the real society from some angles and make their personality become extreme.
China has attracted the attention of the world's major online game vendors. More and more manufacturers and game operators put money into online games in China, which has caused a craze in the IT field in China. Children, in the face of interests, who can see the future of the motherland clearly? Many game manufacturers believe that it is the responsibility of schools and parents to prevent teenagers from contacting online games. However, in the face of the "black Internet cafes" in China, how many people will say "no" to teenagers before Li? From the perspective of teenagers, can online games in China slow down the pace of industrialization? It is suggested that more energy should be devoted to developing "adult" intellectual games, so as to improve the quality of the games and make teenagers stop in front of the games automatically. Teenagers are the hope of China tomorrow. Never think about the future of China because of immediate interests.