mm os and rpgs

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WORLD OF WARCRAFT ULTIMA ONLINE NEVERWINTER NIGHTS Modems and MMO RPGs 1991 1997 2004 NW=NeverWinter Nights UO=Ultima Online WoW= World of Warcraft Hosts 0 25 50 75 100 NW UO WoW Modem Speed 1MB 0 500000000 1000000000 NW UO WoW 617,000 19,540,000 0 1750000 3500000 5250000 7000000 NW UO WoW 115,000 250,000 Peak Users Neverwinter Knights was released in 1991 and players had to pay $6 an hour to play the online mode. 2D based with pixelated graphics in order to enable it to appear 3D, players could walk through doors and buy food, armour and weapons. However, these actions were all text based as too were fighting sequences. The era’s slow modem speeds and lack of hosts poses big dierence from today’s gaming spectrum. In 1997, Ultima Online was released and was instantly a massive hit, with 3D graphics, the ability to communicate with other players, build your own house and earn virtual, in game money. Players were gifted with character customisation. Collecting resources such as rock and wood could earn money. Over time, playerʼs stats could increase. World of Warcra* came out in 2004 and was instantly a massive hit. A fantasy 3D world, much larger than Ul@ma Online’s, with highly customisable 3D avatars, the game has so much detail, with seDlements, forests, mountains and an encyclopedia of wildlife. Players can kill this wildlife as well as fellow online players, to gain XP and increase their ranking, enhancing the compe@@ve edge. It features high defini@on polygon graphics prevent pixila@on.

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Page 1: Mm os and rpgs

WORLD OF WARCRAFT ULTIMA ONLINE NEVERWINTER NIGHTS

Modems and MMO RPGs1991 1997 2004

NW=NeverWinter NightsUO=Ultima OnlineWoW= World of Warcraft

Hosts

0255075

100

NW UO WoW

Modem Speed1MB

0

500000000

1000000000

NW UO WoW

617,000 19,540,000 01750000350000052500007000000

NW UO WoW115,000 250,000

Peak Users

Neverwinter Knights was released in 1991 and players had to pay $6 an hour to play the online mode.  2D based with pixelated graphics in order to enable it to appear 3D, players could walk through doors and buy food, armour and weapons. However, these actions were all text based as too were fighting sequences. The era’s slow modem speeds and lack of hosts poses big difference from today’s gaming spectrum.

In 1997, Ultima Online was released and was instantly a massive hit, with 3D graphics, the ability to communicate with other players, build your own house and earn virtual, in game money.  Players were gifted with character customisation. Collecting resources such as rock and wood could earn money. Over time, playerʼs stats could increase.

World  of  Warcra*  came  out  in  2004  and  was  instantly  a  massive  hit.  A  fantasy  3D  world,  much  larger  than  Ul@ma  Online’s,  with  highly  customisable  3D  avatars,  the  game  has  so  much  detail,  with  seDlements,  forests,  mountains  and  an  encyclopedia  of  wildlife.  Players  can  kill  this  wildlife  as  well  as  fellow  online  players,  to  gain  XP  and  increase  their  ranking,  enhancing  the  compe@@ve  edge.    It  features  high  defini@on  polygon  graphics  prevent  pixila@on.