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A Brief History of China Games
Everything is born: the chaotic "mud" era

History of Mud (long)

MUD's full name is multi-user dimension, and some people call it multi-user dungeon or multi-user dialogue. It is also called MUSE or multi-user simulation environment, which is a computer program in which many users participate in activities. As pointed out by different explanations of its abbreviation, MUD is actually a very broad term, which is a general term representing all interactive environments. Other names are MOO, MUSH, MUCK, TinyMUD, AberMUD and so on. These names vary depending on the software that forms the basis of * * * enjoying the environment. Although Mud can take many forms, most MUD is usually embodied in the form of games. Because for interpersonal communication in the interactive network, the form of games is close to human nature, more interesting and easier to attract users. Most MUDs connect and participate through Telnet, and many MUDs connect and participate through WWW. So MUD is of course closely integrated with network technology. After the emergence of virtual reality (VR) technology, MUD can be transformed with VR technology. This is the focus of mud production now, but there are still many things to be done in implementation.

Brief history of mud development

In the late 1970s and early 1980s, in the initial stage of the Internet, many people have noticed that the Internet can bring people unprecedented game fun. Early online games were very simple, such as an early game called Adventure. In this game, they can roam in a cave, solve their problems and communicate with all kinds of creatures in the cave. This is actually the prototype of Mud. Later, there was the well-known "Dungeons and Dragons" game, or other fantasy role games.

Historically, MUD evolved from an artificial intelligence (AI) experiment conducted by Richard Bartle and Roy Trubshaw of Es*** University (UK) in the early 1980s. Moody was written in 1979- 1980, which is generally considered as the first mud. One of the purposes of this experiment is to judge whether a program can be developed, which can respond to the actions of multiple users with appropriate environmental response. For example, if the user drops a vase on the ground, does the program judge whether the vase will be broken according to the material of the floor or the random possibility? The name MUD comes from a commercial MUD operated by Bartle on the British telecommunications system (its motto is: "You really can't live without MUD!") )。

Like most other attractive concepts, this idea spread rapidly among students, and many new and improved MUD programs quickly appeared on European academic networks. Most programs have related bulletin board systems for social communication. Because there was only a small amount of UseNet information at that time, it was very difficult to obtain this information in Britain, and the JaNet network in Britain (the sister network of BitNet in the United States) did not support FTP or Telnet to realize remote login, so MUD became the main tool for computer enthusiasts to engage in social activities before the Internet appeared sufficiently. Around 1988, various mud varieties crossed the Atlantic Ocean and spread rapidly in the United States. They have become the core of large-scale network groups, and only have some loose connections with traditional computer fans. The development of MUD (TinyMUD and its variants) reached the second climax. These games focus on social interaction, problems and building a cooperative world, rather than fighting and competition.

A brief history of China quagmire development

Mud has entered Chinese mainland in recent years. Prior to this, all kinds of mud types in Taiwan Province Province were developed, while the mud in Taiwan Province Province was close to the west, and the story plot and background were mostly fairy tales, involving micro mud, Dikumud, LPMUD and other types. Mud in Taiwan Province Province is all coded in English or traditional Chinese, which has become a serious obstacle for mud to spread to the mainland. Moreover, the internet in mainland China was not developed in the early stage, which did not constitute the network background and hardware foundation for the development of MUD. Until 1995, after the NCFC network of Chinese Academy of Sciences was completed, a simplified Chinese version of Taiwanese clay-New Oriental Story 2, referred to as ES2, began to spread in the network of Chinese Academy of Sciences.

This is the first step for mud to enter Chinese mainland, and it is also a very critical step.

First of all, ES2 is the standard LPMUD, which is the most complicated one and belongs to multiplayer role-playing games. MUDOS, an operating system supporting LPMUD, is the most mature operating system at present. Based on MUDOS, there is a very complete language system LPC (the C language of LPMud). In this way, at the beginning, MUD in Chinese mainland had a relatively high software starting point. In the future, all MUDs in Chinese mainland will be LPMUD, and all LPCs based on MUDOS support will be developed (until recently, some other types of MUDs were introduced to Chinese mainland through partial localization, such as TinyMUD and DiKuMUD). Secondly, ES2 is a kind of martial arts mud which is different from other types of mud in Taiwan Province Province. MUD in Taiwan Province Province is close to the west, and the game is based on myths and magical events. This type of mud itself is not easily accepted by mainlanders. Wushu is the tradition of China culture, and the mud world of Wushu displayed in words makes mud play all its characteristics. Therefore, as soon as ES2 was introduced to the mainland, numerous variants appeared. Typical examples are "Chivalrous Man" and "Fengyun" by The Journey to the West. These types of mud are developed on the basis of ES2. ES2 was transformed from MUD in Taiwan Province Province, so it still retains the characteristics of western MUD, such as the existence of magic and fairy tales. In later variants, although some of them were adapted from Jin Yong's martial arts novels, these non-martial arts plots were basically retained. Therefore, mud builders in Chinese mainland are trying to jump out of the shadow of ES2 and devote themselves to developing martial arts mud with pure China characteristics.

Second, the beginning of creation: the rise of domestic online games

Like other countries in the world, the history of online games in China originated from the word MUD. It's hard to prove when China players started playing word MUD, probably in the early 1990s. At that time, the word MUD had the same essential characteristics as online games now-the interaction between people through the network. Just like the visual effect of the word mud, the situation of online games in China at this time is dark and chaotic, which can be called "prehistoric times" of online games in China.

After crawling in the dark mud for several years, players in China, a group of ancient chess and cards have been modernized and joined the ranks of online games. 1One day in June, 998, when Bao, Jian Jinghe were waiting for the first user of Lianzhong Game on the Internet, they didn't realize that a new era was coming. The next year, a simple graphic mud game-"the legendary swordsman's loyalty to the country" improved China's character mud level. Later, a group of MUD players in China began to build a simulation server of UO (Network Genesis), and China people first came into contact with online graphic RPG games. The emergence of Lianzhong Games, the legendary swordsman and UO simulation games laid the foundation for the development of online games in China. This period can be called the "creative era" of online games in China.

Then, in 2000, the world Internet industry expanded wildly, but it was also the time when China's online game industry earned its first bucket of gold-it can be called the "gold rush era" of online games in China. First of all, the development team of the legendary swordsman Jingzhong Serving the Country has obtained strong capital support from Haihong Group. Then "King of Kings" was officially launched as the first real Chinese online graphic online game and achieved success. Network Three Kingdoms has also successfully entered the China road market. Finally, in May of 20001year, Lianzhong World was online with170,000 people at the same time, with about 20 million registered users, easily surpassing the online game powers such as Battle.net, Microsoft Game Zone and Yahoo Game Community, and became the largest online game website in the world, making a proper annotation for the "gold rush era" of online games in China.

200 1 The huge potential of the online game market in China has been recognized by all parties, and major companies and groups have set foot in this field. At this time, the online game market in China has the following remarkable characteristics:

1. "The big one takes all". In most market areas, the number of top companies (products) is usually less than 20% of the total number of companies (products) in the market, but it occupies 80% of the market share. This is the market law of "everyone takes the whole"-online game market, overseas market and domestic market.

Lianzhong World, the oldest online game in China, ranks first in domestic online games with excellent indicators of 270,000 online users and more than 30 million registered users, far ahead of any competitors and becomes the only member of the first phalanx of online game market in China. In fact, Lianzhong World is not only China, but also an online game with the largest number of users in the world. The second phalanx of Online games in China consists of five online games masterpieces: Legend, Poké mon, Stone Age, Millennium and Jinyong Hero Online. The number of online game products in the first and second phalanx only accounts for about 15% of the total online game market in China in 200 1 year, but its users account for more than 85% of all online game users.

In 2000, the backbone of domestic online games were four online games: Lianzhong World, King of Kings, Network Three Kingdoms and the legendary swordsman Loyalty to Serve the Country. By 200 1, Lianzhong World still dominated, while Stone Age, Legend, Millennium, Poké mon and Jinyong Hero Online came from behind and entered the mainstream of online games in China. Especially "Legend" and "Magic Baby", the game quality is high, the player base is good, and there is potential for further development.

2. "The Korean Wave is surging". In recent years, South Korea has launched a fierce cultural offensive against China. Movies, videos, songs and other entertainment products and corresponding stars have landed in China, which has had a great influence on young people, so that people call this fashion trend brought by Korean culture "Korean Wave". In 200 1 year, the "Korean Wave" of this culture hit the field of online games: about 10 Korean online games entered China, which means that 1 of every four online games in the domestic market came from South Korea. Moreover, its user share has exceeded 30%. Among them, Legend and Millennium are outstanding.

There are three main reasons for this phenomenon: first, South Korea's online game industry itself is very developed. In 2000, the total sales of Korean games reached 835.9 billion won, equivalent to more than 6 billion yuan. Have a batch of high-quality products; Second, the Korean government is very supportive of the domestic game industry and vigorously promotes the expansion of overseas markets. Chinese mainland is one of the key points of their expansion; Third, South Korea's cultural background is similar to that of China, which is more acceptable to most China players than online games in Europe and America. Among them, the Korean government has supported games as an industry and achieved great results, which deserves the attention of relevant domestic departments.

3. The Battle of the Quartet. Judging from the origin of the game, it has formed a four-way battle pattern among Chinese mainland, Taiwan Province, Korea and Japan. Chinese mainland has the largest number of online games, and about 40% of online game products in the market are developed by mainland companies. However, the market performance of these products is very uneven. Most users of online games made in Chinese mainland are very bleak, and the number of online users is generally below 5,000. It can be said that they are struggling on the line of life and death. Lianzhong World, the only local online game product that can be called the mainstay, has a huge number of users (270,000 online at the same time), but it is far above any other online game product. It is precisely because of the huge user base of Lianzhong World that the number of online games users produced by Chinese mainland still reaches 40%, ranking first in the 200 1 online games.

The origin of online games with the second market share is South Korea, with about 10 products, and the user share has reached 30%.

The origin of online games with the third market share is Japan. Although there are only two online games products in Japan, they are all classics. They are Poké mon and Stone Age developed by the same development team JSS. Although there are only two products, the user share is as high as 20%. The styles of these two games are typical Japanese animation styles, which are favored by female players and deserve the attention of mainland online game market and developers.

Although there are as many as seven online game products from Taiwan Province Province, China, their market share in the mainland market is only about 8%, and their market performance is not satisfactory. They are not only behind Japan, but also far below South Korea, and they can't compete with the mainland online game Lianzhong World.

4. "the road to the game." 200 1, some portals began to try to operate online game business in order to seek an effective way to transform the user scale into market benefits. First of all, Netease cooperated with Huayi in the operation of Stone Age in the middle of 200 1 year, and gained some benefits. At the end of the year, Netease launched its own large-scale role-playing online game-westward journey, and invited Stephen Chow to help out, which attracted considerable attention in the market. Tom.com plans to launch three online games, including Love Street 1 1, Chivalrous Man and Peace Dawn. Sina.com has also done some work in online chess and cards, and cooperated with Daewoo Soft Star to provide online services for Monopoly 5.

Under the bleak operation of the internet bubble, the online market is in a downturn, and online games have become a highlight of the internet economy. These portals have a solid foundation in user base and online publicity, and may make great progress after gaining basic experience in online game operation.

5. "Local rise". Domestic game developers have made great achievements in online game development. Around 200 1, domestic game developers launched more than a dozen online games. Although the market response was mediocre, they all showed certain product development strength. With the improvement of their market operation ability and the expansion of the domestic online game market, excellent works should enter the forefront of the market.

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

1. Product sales table. There are two main sales forms of online game products. One is the game month card, and the other is the game counting card.

Monthly subscription card for games: a fixed fee is charged according to a time period (generally 1 month, and a few online games such as Lianzhong World are at most 1 year), no matter how long users actually play online games during this time period;

Game card counting: the fee is calculated according to the actual online game playing time of users, and the unit of measurement is "game points" directly related to time.

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

Traditional software storefront, second channel of books, e-commerce website, online banking payment, and other ways (such as giving away test CDs, ordering SMS, OEM and other bundled sales).

3. Peripheral products. The game industry, like the traditional film industry, belongs to the entertainment industry and also has the characteristics and trends of diversified development. Many game-related peripheral products stand out at the right opportunity.

In Japan, where the game industry is developed, all kinds of game-related character models, hand-made ones (assembled by buyers by hand and colored according to their own preferences and understanding of the game characters), animations, cartoons, fan stories, trinkets and souvenirs are flooded with them, and even famous series of game masterpieces such as Final Fantasy in the Square and Resident Evil by Capcom have begun to return to the traditional entertainment industry, infiltrating into the film industry and shooting with the theme and content of the game.

In China, Lianzhong World's "Big Talk" collection, the plush doll and character collection card of the king of kings, Tencent's QQ series dolls, trinkets and other peripheral products have also begun to appear. I believe that with the popularity of online games and the surge in the number of players, manufacturers will definitely look at this huge market and continuously introduce more peripheral products related to games.

200 1 List of some products in China online game market:

Name, game type, number of people online at the same time, domestic distribution, production and development, domestic listing time, and main selling points.

Lianzhong World Education and Leisure Online Games 270000 Beijing Jinghe Times Company Beijing Lianzhong Computer Technology Co., Ltd. Mar-98 is the game website with the largest number of users in the world and has an unparalleled leading position in the development history of online games in China.

Animal World Educational Leisure Online Games-Beijing Entertainment Workshop to be funny, interesting and casual, highlighting the relaxed and pleasant feeling.

Monopoly 5 education and leisure online games-Beijing Jinghe Times Company Daewoo Information Company Jun-02 "Monopoly" series products have always had a high reputation.

China Game Center 85000 Guangdong Telecom Company 1998 mainly focuses on online chess and card games, which are very popular in southern provinces of China. The copyright belongs to Guangdong Telecom, which is a major feature.

Winger Online Games Puzzle Leisure Online Games 70000 Hangzhou Winger Software Technology Co., Ltd. mainly engaged in online chess and cards in early 2000, which has a high influence in Suzhou and Hangzhou.

Crazy tank education and leisure online game-Shenzhen Jinzhita Software Technology Co., Ltd. Jun-02, South Korea VISUALLAND Game Company, with lovely role, simple operation and diversified settings. It has become a national sports online game in Korea, and its membership accounts for 1/5 of the national population (9 million).

Very men and women simulate real online games-Shenzhen Jinzhita Software Technology Co., Ltd. realized the interaction between people and systems and people on the basis of cultivation in 2002, which is a very lively online game.

Touch I generation simulated reality online game 1000 Samsung networking technology Jun-02 is mainly aimed at young female players in the user layer.

Mar-02, a fourth world simulated reality online game, got rid of the traditional martial arts and myths of game software and replaced it with a relaxed and lively modern urban life background and animation game style.

Love Street 1 1 Simulated Reality Online Games-Changtong United Broadband Network Technology Co., Ltd. Taiwan Province "Game Dog" Company to be determined similar simulated life; Corresponding SMS function.

Joyce simulated real online games 3000 Ninth City Computer Technology Consulting (Shanghai) Co., Ltd. Oct-02 Korea JCE Company's virtual life, gender can be changed, clothes can be changed, and roles can be turned into animals.

Eternal role-playing online game 6000 Beijing Jiesanfeng Information Consulting Co., Ltd. Dec-02 of South Korea YMIR Company has a voice chat system.

The stable and high-quality customer service provided by Millennium role-playing online game 45000 Beijing Jinghe Times, Beijing Arctic Ice Technology Development Co., Ltd. and Korea ACTOZ Mar-02 Asian Games Network is the key to Millennium's lasting vitality in the domestic market.

Red moon role-playing online game 15000 Jun-02 of Beijing Arctic Ice Technology Development Co., Ltd. JCentertainment Company of South Korea is adapted from the works of the same name by the famous Korean cartoonist Huang Meina, with outstanding artistic style.

Poké mon role-playing online game 80000 Daewoo Information Company Japan ENIX Jan-02 perfect professional system; Similar but superior to the stone age game style.

The online version of Legend of the Sword and the Chivalrous Man is a role-playing online game-Daewoo Information Company is to be determined, and its predecessor is the stand-alone version of the famous Legend of the Sword and the Chivalrous Man.

Dragon role-playing online game 25000 EsofNet, the third wave drama valley in Beijing, cooperated with Samsung Electronics to develop the Jun-02 game background adapted from the Korean best-selling fantasy novel Dragon, which set an astonishing record of 2 million copies sold locally.

Hero role-playing online game-Beijing Tianxia Cai Hua Network Software Co., Ltd. South Korea's Eyagi Game Software Company will win the Best Popularity Award at the 2000 LG International Comic Game Exhibition, the "Best Sound Effect and Creation Award" and the "Best Art Award" issued by Net Power magazine.

King of kings role-playing online game 15000 Beijing Tianxia Cai Hua Network Software Co., Ltd. Jun-00 is the first role-playing online game put into commercial operation in Chinese mainland, and it is one of the pioneers in the online game market in Chinese mainland.

The Exorcist's role-playing online game 1400 Huayi International Canada Vircom Company Jun-02 is a medieval Demonbane MMORPG produced by Canada Vircom Company on 1998, and it is also known as the three largest online games in the world along with Ultima Online and Everquest.

Huayi international JSS co., ltd. 70000 stone age role-playing online game Jan-02 Japanese cartoon game style; Mechanism of keeping pets; Easy and interesting fighting and communication.

Xinghe Beibei role-playing online game-NOV-02 Shenzhen Jinzhita Software Technology Co., Ltd. Lord of the Rings Studio is a large-scale role-playing game made in China, full of sci-fi colors.

Chivalrous role-playing online games-Beijing Xunneng Network Co., Ltd. Pangu Software Development Co., Ltd. Jun-02 3D online games.

Legendary role-playing online game 140000 Shanghai Shanda Network Development Co., Ltd. South Korea ActozSoft Company Feb-02 This game was first launched in South Korea and won the second place in online games.

Ghost ranger role-playing online game 5000 Fuzhou Tianqing Digital Entertainment Mar-02 timely round battle, self-created martial arts system, drug synthesis, equipment forging, etc.

6000 Zhiguan Electronics (Beijing) Co., Ltd. Netease Dec-02 is a role-playing online game featuring martial arts and monsters. It is based on Journey to the West, one of China's four classic novels, and invited Stephen Chow as the image spokesperson.

Dark Light role-playing online game 1000 Wiz Gate Nov-00, a Uchikoto network company, was the first Korean online game to enter China.

The legendary swordsman online version of the role-playing online game-Huayi International Yu Quan International Jan-02 3D large-scale role-playing online game, adapted from Jin Yong's original the legendary swordsman.

Network three kingdoms role-playing online game 6000 Zhiguan Electronics (Beijing) Co., Ltd. Zhiguan Electronics (Beijing) Co., Ltd. Sep-00 three kingdoms theme; Nine-grade official system; Inherit father's business system; Large-scale team battle.

Jin Yong Qunyinghui online role-playing online game 40000 Zhiguan Electronics (Beijing) Co., Ltd. Zhiguan Electronics (Beijing) Co., Ltd. Jun-02, formerly known as the stand-alone version of Jin Yong Qunyinghui, has a high reputation.

Jianghu role-playing online game 1500 Zhuo Yue digital technology co., ltd May-02 martial arts theme reappears, running faster.

In 2003, the legendary role-playing online game "3000" produced by Zhuo Yue Digital Technology Co., Ltd. was close to the same level of foreign famous games, and it was a better work in domestic online games.

Empire online role-playing online game 5000 Shida Mingtai Co., Ltd. Pangu Software Development Co., Ltd. Feb-02 is one of the biggest features of the game, and the role illusion and easy-to-let technique also have some selling points.

The legendary swordsman-Zhong Jing country simple graphic mud game 4000 Beijing Jiesanfeng Information Consulting Co., Ltd. The earliest simple graphic mud in Chinese mainland in April 1999.

The Apr-02 combat system of Beijing Lele Science and Technology Company supports network combat from 13 to 13, and can control 130 combat units at most.

The online strategy of the Three Kingdoms Century is aimed at the "Never Offline" online game of Jimmy Technology Jul-02 of Beijing Tianxia Cai Hua Network Software Co., Ltd. Even if the player leaves the game, the computer will take the place of the player to accept the challenges of other players.

Nebula vs. War Online Games —— Hong Kong Ai Ai Games and the first MMORTS (massively multiplayer online real-time strategy game) of French Cryo-networks in Chinese mainland market.

Ares Strategy and War Online Games-The current network company May-02 does not need to download and install any programs, and can access games through various online ways, including WAP mobile phones.

Before the "prehistoric civilization" of online games in China 1. 1.995, online word mud games in China became popular.

"Mud" is a Chinese character in China, which is mostly adapted from the popular oriental story Mud abroad. Due to the domestic internet access conditions at that time, it was largely developed in the centralized computer room of domestic universities, which was essentially contaminated with the characteristics of game subculture of campus cultural atmosphere. Once it appeared, it was all the rage among domestic netizens at that time, which really provided them with a place to relax and chat, and there were many of these mud pioneers.

2.1June, 998, Lianzhong Game World officially opened.

Lianzhong Game World, founded by three senior IT professionals in China, Bao Jing and Jian Jing, started to set up 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. Since then, a generation of world online game giants began its long-term growth.

3.1April 1999 The Music Fighter Working Group was formally established, and the legendary swordsman Game Online was launched.

From 65438 to 0995, the legendary swordsman, who started the telephone voice game service of "Voice of Music Telephone Game Expert", began to enter the Internet field. After upgrading the original telephone game, he launched the earliest simple graphic MUD game in China-"the legendary swordsman Serve the Country".

4.1July, 999, Ultima online civil simulation server appeared.

1999 On a hot summer night, how many people downloaded the UO client program over 600 m? Then, a large number of simulation servers appeared in Shenzhen, Beijing, Shanghai and other places. Although there is still a clear gap between the specific server setting rules and manual server management and the official version of UO, it has been able to let domestic players see the great style of UO and experience it for themselves. This trend has been going on for a long time in China. Today, there are still a large number of players addicted to the increasingly mature UO simulation server. Of course, this event itself has played a catalytic role in the development of online games in China. Since then, domestic players have really begun to understand, opened their eyes, and have come into substantial contact with the truly excellent online game graphic RPG.

In March, 2000, Lianzhong created the Guinness World Record for online competition.

In March, 2000, Lianzhong Game World has begun to occupy a leading position in the domestic online game industry. When actively expanding overseas markets, South Korea, which also has a strong Go culture, is the first choice. At the same time, the Korean version of Lianzhong Game World began to run, and Chinese and Korean partners jointly held the first "China-Korea Online Go Competition", which set the largest online Go competition record at that time-1,2 1, 438.

6. In July, 2000, the first truly China online graphic Mud game "King of Kings" was officially launched.

Developed by Lager, Caihua Software, the largest software publisher in Hong Kong and Taiwan, released the industry's first graphic Mud "King of Kings" in Chinese, and finally made its grand debut in China. Developed by China people, this game turns mud from traditional characters into dynamic network graphics. It is the world's first Chinese 3D graphics RPG large-scale online game, which can accommodate 10,000 people online at the same time. The background of the game is medieval Europe. Its biggest feature is that players can build their own polis in the game, and all citizens (played by players) are combined into a whole. The intricate relationship between polis makes the game full of endless fun.

7. In September, 2000, Zhiguan played the online game "Network Three Kingdoms" with the theme of traditional Three Kingdoms.

Zhiguan, the largest game agent distribution company in Taiwan Province Province, has successively launched the latest online game "The History of the Three Kingdoms on the Internet" independently developed from the server to the client in Taiwan Province Province and Chinese mainland. The game is set in the well-known era of the Three Kingdoms War in the last years of Emperor Xian of Han Dynasty, when various governors rallied their troops and occupied the whole country. Players have new choices in many online games, playing the Three Kingdoms and discussing the Three Kingdoms in the online world.

In June of 8.5438 +065438+2000 10, Uchikoto's Dark Light sounded the clarion call for Korean online games to enter China.

South Korea's wholly-owned Uchikcom (Beijing) network technology company was formally established in Beijing, and at the same time, a classic online game "Dark Light" popular in South Korea was grandly launched. Since then, more Korean online games have begun to flood into the China market.

9.200 1 1 Beijing Huayi launched the online RPG game Stone Age.

The Stone Age was very different from online games at that time. It replaces the blood and violence of traditional online role-playing games with bright colors, cute characters and humorous designs, so it is deeply favored by female players.

At the same time, Huayi's WGS charging system has officially started running. WGS online charging system adopts charging method, and players will deduct corresponding points according to the length of online time every time they play games. Users can add points to their accounts by purchasing WGS membership cards, which can be used for all online games of Huayi.

10.2001March, the original online game "Fourth World" was listed.

Beijing Huaxing Digital Technology Co., Ltd. launched the first large-scale online game "The Fourth World" (formerly known as "Dream Home"), which was completely designed by Chinese mainland and took modern urban life as its theme. The game completely got rid of the traditional martial arts and myths of online games. With the relaxed and lively modern urban life as the background, cartoon-like players can engage in activities such as job hunting, love, shopping, horse racing and gambling in the game, and they can generate various grievances among themselves by pursuing fame and fortune.

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