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Internet Game

Internet game

Internet games refer to online video games that are played over the Internet. These include browser games, play-by-email games, MMORPGs, MUDs, and multiplayer games such as Counter-Strike and Halo. Internet games usually allow people to play together, although in the case of some browser games this is sometimes limited to a shared "high score" list. Many Internet games have associated online communities, making Internet games a form of social activity beyond single player games. Category:Computer and video games

Computer and video games

:This article is about computer and video games. For the magazine see Computer and Video Games (magazine). Technically, a computer game is a game composed of a computer-controlled virtual universe that players may interact with in order to achieve a goal (or set of goals). A video game is a computer game where a video display is the primary feedback device. Since nearly all computer games use some sort of visual display, these terms are usually considered interchangeable, and are frequently used as umbrella terms for interactive game software. The phrase interactive entertainment is the formal reference to computer and video games. To avoid ambiguity, this game software is referred to as "computer and video games" throughout this article. However, in common usage, "computer game" refers more specifically to games played on a personal computer, while "video game" (or "videogame") actually refers to both, and "[console name] game" refers specifically to games played on a particular console.
- For specific information regarding "computer games", see personal computer game.
- For specific information regarding "console games", see console game. console game) is held every year in Los Angeles. New projects are shown every year.]]

History

The first primitive computer and video games were developed in the 1950s and 1960s and ran on platforms such as oscilloscopes, university mainframes and EDSAC computers. Arcade games were developed in the 1970s and led to the so-called "Golden Age of Arcade Games". One of the most well-known of these games is Pong. The 1970s also saw the release of the first home video game consoles. The late 1970s to early 1980s brought about the improvement of home consoles and the release of the Atari 2600, Intellivision and Colecovision. The video game crash of 1983, however, produced a dark age in the market that was not filled until the Nintendo Entertainment System (NES) reached North America in 1985. The last two decades of game history have been marked by separate markets for games on video game consoles, home computers and handhelds. See the article on Console wars for additional information on that facet of game history.

The future of console gaming

The end of 2005 and first and second quarters of 2006 will see the next generation of console gaming in the form of continuing advances in processor technology, graphics technology, design innovation, and even platform specific gaming community infrastructure. Sony, Nintendo, and Microsoft are all participating in this coming year's "technology race". The second generation Microsoft offering, the Xbox 360, will be powered by a multi-core CPU, the PlayStation 3 will be powered by Cell processor technology, and the Nintendo Revolution will allow the gamer to interact with the game via a wireless motion sensing controller, although full technical specifications are yet to be revealed.

Gameplay

Main article: Gameplay In computer and video gaming, gameplay (sometimes called "Game mechanics") is a general term that describes player interaction with a game. It includes direct interaction, such as controls and interface, but also design aspects of the game, such as levels. Although the use of this term is often disputed, as it is considered too vague for the range of concepts it describes, it is currently the most commonly used and accepted term for this purpose when describing video games.

Genres

Main article: Computer and video game genres Games, like most other forms of media, may be categorized into genres based on gameplay, atmosphere, and various other factors. Any individual gamer is likely to favor some types of gameplay over others, these are refered to as video game genres. The most common genres in use today include platformers, adventure, role-playing games (RPGs), first person shooters (FPS), third person shooter (sometimes called shoot 'em ups), sports, racing, fighting (sometimes called beat 'em ups), action (although this term is abused), puzzle, simulation, and real time strategy (RTS), to name a few. It is rare that a game will fall purely into one genre, most games are a combination of two or more genres (e.g action/RPG). Although most genres have 2D counterparts, they are for the most part considered entirely different genres because of the differences in the way 2D and 3D games are played (e.g. Super Mario Bros. and Super Mario 64). The increase in the popularity of online gaming has also resulted in new sub-genres being formed, such as the massively multiplayer online role-playing game.

Gaming platforms

massively multiplayer online role-playing game Today there are many different devices that games may be played on. Personal computers, consoles, handheld systems, and arcade machines are all common. There is an extremely thin line between games played on the computer and those on the console, which is a standardized computer with little or no setup. Many games intended for computer are now just as prevalent on consoles, both of which have many of the same titles. This is due to the fact that video game consoles have drastically increased in computing power and capabilities over the last few years to the point that they can handle games that were formerly only playable with comparatively higher-end computers. During the last generation of gaming, most major computer game releases have coincided with the release of console versions, and titles initially developed for a single platform are often ported to others if they prove to be successful.

Personal Computer

Main article: Personal Computer Games Personal computer games are commonly referred to as "computer games" or "PC games". They are played on the personal computer with standard computer interface devices such as the keyboard and mouse, or additional peripherals, such as joysticks. Video feedback is received by the user through the computer screen, sound through speakers or headphones. Computer games are often more powerful than console games because of early market releases of their external architecture and graphics cards. The most popular genres of Computer games are First-Person Shooters, Real-Time Strategy, Simulations, and MMOGs, given the long-standing nature of Internet access and online play. First Person Shooters benefit highly from using the keyboard and mouse to give very fine control over player movement that is still not matched on the consoles. Today, most PC games require the Windows operating system to be installed on the computer. There is, however, a continuing movement to get the most popular games to run under the Mac and Linux operating systems. According to the Entertainment Software Association, console games have outsold computer games roughly four units to one in 2003 and 2004 [http://theesa.com/facts/sales_genre_data.php]. For more information, see sales. One possible explanation for the declining sales of personal computer games in relation to that of consoles can be found within the PC itself: a computer must meet certain minimum requirements (listed on retail box of the title) such as CPU speed, memory, video card memory, hard drive space, operating system, Internet connection speed (for online games) and other criteria. Without the proper hardware, the game may perform poorly or not run at all.

Internet

Main article: Internet gaming Online Games are those which either require or benefit from a connection to the Internet to play. Online gaming began with PC games, but has over time expanded to include most moder consoles. It is now a key feature of modern games, with the inclusion of Internet connectivity in consoles such as the PlayStation 2 and Xbox, and in mobile/cellular phones. Online games need to allow several people to play at the same time, so not all genres are suitable; the most popular genres include MMORPG's, FPS's, racing/driving games, strategy games, and sports titles. The Internet is also host to thousands of small Flash and Java games, named after the programming language in which they are written. These games generally do not share the same magnitude of development costs, depth, or seriousness of PC and console games, and are generally quick to complete by comparison. Some of these games, such as Runescape, however, have expanded far beyond this, and can often be considered on the same level as "mainstream" PC games.

Console

Main article: Console games Console games are played video game console, a specialized computer specifically designed to play games of a certain format. The player usually interacts with the game through a controller, and video and sound are typically delivered to the player via a television, although most modern consoles support additional outputs, such as surround sound setups. Consoles themselves branched off from personal computers around two decades ago, a fact which is still evident not only in the name, but also in many of the peripherals available for many consoles, like the keyboard and mouse peripherals released for the Sony PlayStation 2 and the Sega Dreamcast.

Handheld

Main article: Handheld video games Handheld games are played on handheld game consoles, such as the Nintendo Gameboy, Nintendo DS, and Sony PSP. Handheld consoles act as their own controllers, which the player uses to interact with the game, as well as having in-built display and audio output devices. Because they are designed to be played on the go, they are usually small enough to fit into an average pocket (the virtual boy is an exception to this), but due to their small size, haldheld consoles have reduced processing power compared to larger consoles, meaning that games are shorter, and until the release of the DS, were limited to 2D.

Mobile Phone

Main article: Mobile/Cellular Phone Games Most mobile phones now have games built into them, and others are available for download, or can be bought for a small amount of money. These games are more restricted than traditional handheld games, and usually play more like arcade games.

Arcade

Main article: Arcade Games Arcade games, traditionally, are "coin-operated games", played on a standalone device originally leased to commercial entertainment venues. These are programmed, equipped, and decorated for a specific game, consisting of a video display, a set of controls, and the coin slot. Controls are similar to those available for many consoles (albeit usually as peripherals) and range from the classic joystick and buttons, to light guns, to pads on the ground that sense pressure. Arcade games that are no longer profitable to lease can be purchased by private individuals, many of whom then explore the game dynamics by altering the programs. This term has now expanded to include any game that has more direct action, with fewer long term objectives and, for the most part, shorter in-game levels.

Popularity

:What rock and roll was to the youth of the Sixties, gaming is to the youth of today. — Killol Bhuta, brand manager, Ford Motor Company [http://www.edmunds.com/insideline/do/Features/articleId=107487] The popularity of computer and video games, as a whole, has been increasing steadily ever since the 1984-1987 dropoff caused by the video game crash of 1983, and the popularity appears to be continuing to increase. The average age of the video game player is now 29 [http://biz.gamedaily.com/features.asp?article_id=8540&filter=myturn], belying the myth that video games are largely a diversion for teenagers.

Sales

teenager) with a large selection of games for several major consoles]] The four largest markets for computer and video games are the United States, Japan, Canada and the United Kingdom. Other significant markets include Spain, Germany, South Korea, France, and Italy. China is not considered a significant market, most likely because an estimated 95% of video games sold in the country are pirated. [http://slate.msn.com/id/2116629/] Sales of different types of games vary widely between these markets due to local preferences. Japanese consumers avoid computer games and instead buy video games, with a strong preference for games created in Japan, that run on Japanese consoles. In South Korea, computer games are preferred, especially MMORPG games and real-time strategy games; there are over 20,000 PC bang Internet cafes where computer games can be played for an hourly charge. The NPD Group tracks computer and video game sales in the United States. It reported that as of 2004:
- Console and portable software sales: $6.2 billion, up 8% from 2003 [http://gameinfowire.com/news.asp?nid=5650]
- Console and portable hardware and accessory sales: $3.7 billion, down 35% from 2003 [http://gameinfowire.com/news.asp?nid=5650]
- PC game sales: $1.1 billion, down 2% from 2003 [http://www.gamespot.com/news/2005/01/28/news_6117438.html] These figures are sales in dollars, not units; unit shipments for each category were higher than the dollar sales numbers indicate, as more software and hardware was sold at reduced prices compared to 2003. Retail PC game sales have been declining slightly each year since about 1998, but this fact should be taken with a grain of salt: the retail sales numbers from NPD do not include sales from online downloads, nor subscription revenue for games like MMORPGs. There is a commonly repeated, mistaken belief that video game sales now exceed the revenues of the movie industry. This is untrue; in the United States, video game sales have exceeded the movies' total box office revenue each year since about 1996, but the movie studios trounce the video game publishers when the movies' "ancillary revenue" is counted, meaning sales of DVDs, sales to foreign distributors, and sales to cable TV, satellite TV, and broadcast television networks. The game and film industries are also becoming increasingly intertwined, with companies like Sony having significant stakes in both. A large number of summer blockbuster films spawn a companion game, often launching at the same time in order to share the marketing costs.

Computer and video games in the broader culture

Computer games are huge business worldwide. Take for example South Korea. Developers there boast MMORPGs such as Lineage and Ragnarok Online with millions of subscribers and a third of the world's MMOG revenue. StarCraft gosu (expert players) are celebrities in a game that some have called the country's national sport. The success of computer and online gaming there is usually credited to South Korea's push for broadband Internet connections in the home and earlier bans on Japanese products (these restrictions were removed by the late 1990s). Numerous websites and publications devoted solely to games have been created, including Official Xbox Magazine, Nintendo Power, Official Playstation Magazine, GamePro, GameSpot, GameSpy, IGN and GameFAQs. Video gaming now ingrained in popular culture in the United States. Many T-shirts are available that directly reference video games, such as one with a picture of an NES controller with the text 'Know Your Roots.' Also, video games have also become a major part in cross marketing platforms, such as in Pokémon or Yu-Gi-Oh, where a child can watch the television show, buy the trading cards, and play the various video games available. Video game properties have had mixed success when migrating to the movies. One of the first films based on a video game property was The Wizard, which some criticized as a 90-minute ad for Super Mario Brothers 3. In the mid-90s, films for Super Mario Brothers, Street Fighter, Wing Commander and Mortal Kombat were released. Reviews have generally been poor. Despite the ultimately poor performance of these movies, many studios still want to turn big games into movies, hoping that the popularity of the game will help the movie. However, after the initial bunch, many projects materialized that were never finished, but the success of films like Lara Croft: Tomb Raider has led to more films materializing. Doom, a game which film makers were trying to cross over since the mid '90s, finally hit theatres 12 years after its initial release. John Woo is also producing a movie on the popular Nintendo game Metroid. There is still debate in the movie industry on whether video games can consistently be turned into good, profitable movies. Films like Final Fantasy: The Spirits Within, which has received mixed responses from audiences, with some saying it is a great movie, and others saying it is a very bad movie with excellent computer-generated imagery, but ultimately flopped in the box office, and Uwe Boll's House of the Dead and Alone in the Dark, which both ended up being horrible flops both in fan reactions and box office success and both ending up on the IMDB's bottom 100 movies, do not, in turn, give much confidence in whether these movies will be handled seriously. The recently released Final Fantasy VII: Advent Children may change some people's minds though, even though it's a straight to DVD affair. On the other hand, video games get much more success when adapted into cartoons/animes. Some notables examples of major success includes the various Mario Bros. cartoons, Sonic SatAM, Captain N: The Game Master and Earthworm Jim while Sonic Underground, the American Mega Man cartoon and 4Kids' dubs (although this isn't limited to their video game-based dubs) are cited as being poor. Sometime, they even "help" more obscure/Japan-only games pick up popularity in America although rarely; To Heart would be the best example of such thing. Movies have had far more success moving the other direction, onto video games. Most summer blockbuster films now have a simultaneous video game release; some of the most lucrative video games of recent times are based on movies, such as Electronic Arts' and Stormfront Studios' The Lord of the Rings: The Two Towers and the series of EA LotR games that followed it, and Activision's two Spider-Man movie games. Even though movies have had more success in game conversion, not all movie games are popular amongst the gaming community. Some publishers believe that the success of the movie will help the game sell, and so may not have as lengthy a development schedule as needed to make a compelling game. Some examples of this are the Catwoman and King Arthur movie games. Also, video games have found themselves on MTV2, in a popular show called Video Mod, where characters from popular video games perform songs from hit artists, such as characters from The Sims 2 performing the song "Stacy's Mom" by Fountains Of Wayne. On the Internet, gaming has also become a popular subject of many webcomics. Currently there are two varieties. The first one is the sprite comic, such as 8 Bit Theatre, in which the artist uses sprites from the earlier Final Fantasy games to tell stories. Sometimes these are original stories, but are often parodies of the game in which the sprite came from. The other is a more traditional comic strip, containing original art, like Penny Arcade. Here, the storylines or jokes revolve around current events in video gaming. The success of Penny Arcade has attracted many people in the industry, including Ubisoft. Other parodies have come in the form of amateur videos, such as those of Mega 64. In Germany, the TV channel NBC Europe broadcasts a show called GIGA, which turned more and more into a video and computer game show. In the show, new games are presented and reviewed. Lately, the show featured the esports scene a lot, by introducing professional players to the audience and broadcasting live competition matches. Online shows are fast becoming the place to view live action gaming broadcasts such as gamespot's 'On the Spot'

Development

Main article: Game development Video games are made by developers, who used to do this as individuals in the 80's (Bedroom Coders) , but now are almost always a large team consisting of designers, graphic designers and other artists, programmers, sound designers, musicians, and other technicians. Video games are developing fast in all areas, but the problem is of price and how developers intend to keep the price where it is while incorporating better technology, that inevitably costs more. Most video game console development teams number anywhere from 20 to 50 people, with some teams exceeding 100. The average team size as well as the average development time of a game have grown along with the size of the industry and the technology involved in creating games. This has led to regular occurrences of missed deadlines and unfinished products; Duke Nukem Forever is the quintessential example of these problems. See also: video game industry practices. Visit http://magicalgames.suddenlaunch3.com/index.cgi for forums about videogames.

Game modifications

Main article: Mod (computer gaming) Games running on a PC are often designed with end-user modifications in mind, and this consequently allows modern computer games to be modified by gamers without much difficulty. These mods can add an extra dimension of replayability and interest. The Internet provides an inexpensive medium to promote and distribute mods, and they have become an increasingly important factor in the commercial success of some games. Developers such as id, Valve, and Epic provide extensive tools and documentation to assist mod makers, allowing for the kind of success seen by popular mods such as Counter-Strike. Popular mods are sometimes bought by the developers of the game. This is the case of Valve's Half-life. They bought a number of popular mods including Counter-strike and Day of defeat. After the release of Half-life 2 Valve developed these mods for the sequel and sold them through their digital distribution software Steam through the internet. Recently, computer games have also been used as a digital art medium. See artistic computer game modification.

Naming

Gamers use several umbrella terms for console, PC, arcade, handheld, and similar games since they do not agree on the best name. For many, either "computer game" or "video game" describes these games as a whole. Other commonly used terms include, "entertainment software," "interactive entertainment media," "electronic interactive entertainment," "electronic game," "software game," and "videogame" (as one word). Computer and video games may be considered a subset of interactive media, which includes virtual reality, flight and engineering simulation, multimedia and the World Wide Web.

See also


- Computer and video game articles by topic
- Computer and video game articles by category

References


- Lieu, Tina (August 1997). [http://www.cjmag.co.jp/magazine/issues/1997/aug97/0897pcgames.html "Where have all the PC games gone?"]. Computing Japan.
- Costikyan, Greg (1994) [http://www.costik.com/nowords.html "I Have No Words & I Must Design"]
- Crawford, Chris (1982) [http://www.vancouver.wsu.edu/fac/peabody/game-book/Coverpage.html "The Art of Computer Game Design"] Category:Games ko:컴퓨터 게임 ja:コンピューターゲーム nb:Dataspill simple:Video game th:Category:เกมคอมพิวเตอร์และวิดีโอเกม

Internet

:For the more general networking concept, see internetworking. The Internet, or simply the Net, is the worldwide system of interconnected computer networks which makes information stored on it accessible. This information is transmitted by packet switching using a standardized Internet Protocol (IP) and many other protocols. It is made up of thousands of smaller commercial, academic, domestic and government networks. It carries various information and services, such as electronic mail, online chat, and the interlinked web pages and other documents of the World Wide Web.

Creation of the Internet

During the 1950s, several communications researchers realized that there was a need to allow general communication between users of various computers and communications networks. This led to research into decentralized networks, queuing theory, and packet switching. The subsequent creation of ARPANET in the United States in turn catalyzed a wave of technical developments that made it the basis for the development of the Internet. Contrary to popular myth, the DoD did not create the ARPANET so that they could communicate to the US Government after a nuclear war. The first TCP/IP wide area network was operational in 1984 when the United States' National Science Foundation (NSF) constructed a university network backbone that would later become the NSFNet. It was then followed by the opening of the network to commercial interests in 1995. Important separate networks that offered gateways into, then later merged into the Internet include Usenet, Bitnet and the various commercial and educational X.25 networks such as Compuserve and JANET. The ability of TCP/IP to work over these pre-existing communication networks allowed for a great ease of growth. Use of Internet as a phrase to describe a single global TCP/IP network originated around this time. The collective network gained a public face in the 1990s. In August 1991 CERN in Switzerland publicized the new World Wide Web project, two years after Tim Berners-Lee had begun creating HTML, HTTP and the first few web pages at CERN in Switzerland. In 1993 the Mosaic web browser version 1.0 was released, and by late 1994 there was growing public interest in the previously academic/technical Internet. By 1996 the word "Internet" was common public currency, but it referred almost entirely to the World Wide Web. Meanwhile, over the course of the decade, the Internet successfully accommodated the majority of previously existing public computer networks (although some networks such as FidoNet have remained separate). This growth is often attributed to the lack of central administration, which allows organic growth of the network, as well as the non-proprietary open nature of the Internet protocols, which encourages vendor interoperability and prevents any one company from exerting too much control over the network.

Today's Internet

FidoNets, FTP client, and Telnet client]] Apart from the complex physical connections that make up its infrastructure, the Internet is held together by bi- or multi-lateral commercial contracts (for example peering agreements) and by technical specifications or protocols that describe how to exchange data over the network. Indeed, the Internet is essentially defined by its interconnections and routing policies. In an often-cited, if perhaps gratuitously mathematical definition, Seth Breidbart once described the Internet as "the largest equivalence class in the reflexive, transitive, symmetric closure of the relationship 'can be reached by an IP packet from'". Unlike older communications systems, the Internet protocol suite was deliberately designed to be independent of the underlying physical medium. Any communications network, wired or wireless, that can carry two-way digital data can carry Internet traffic. Thus, Internet packets flow through wired networks like copper wire, coaxial cable, and fiber optic; and through wireless networks like Wi-Fi. Together, all these networks, sharing the same high-level protocols, form the Internet. The Internet protocols originate from discussions within the Internet Engineering Task Force (IETF) and its working groups, which are open to public participation and review. These committees produce documents that are known as Request for Comments documents (RFCs). Some RFCs are raised to the status of Internet Standard by the Internet Architecture Board (IAB). Some of the most used protocols in the Internet protocol suite are IP, TCP, UDP, DNS, PPP, SLIP, ICMP, POP3, IMAP, SMTP, HTTP, HTTPS, SSH, Telnet, FTP, LDAP, SSL, and TLS. Some of the popular services on the Internet that make use of these protocols are e-mail, Usenet newsgroups, file sharing, Instant Messenger, the World Wide Web, Gopher, session access, WAIS, finger, IRC, MUDs, and MUSHs. Of these, e-mail and the World Wide Web are clearly the most used, and many other services are built upon them, such as mailing lists and blogs. The Internet makes it possible to provide real-time services such as Internet radio and webcasts that can be accessed from anywhere in the world. Some other popular services of the Internet were not created this way, but were originally based on proprietary systems. These include IRC, ICQ, AIM, and Gnutella. There have been many analyses of the Internet and its structure. For example, it has been determined that the Internet IP routing structure and hypertext links of the World Wide Web are examples of scale-free networks. Similar to how the commercial Internet providers connect via Internet exchange points, research networks tend to interconnect into large subnetworks such as:
- GEANT
- Internet2
- GLORIAD These in turn are built around relatively smaller networks. See also the list of academic computer network organizations In network schematic diagrams, the Internet is often represented by a cloud symbol, into and out of which network communications can pass.

Internet culture

The Internet is also having a profound impact on work, leisure, knowledge and worldviews. worldviews]]

ICANN

The Internet Corporation for Assigned Names and Numbers (ICANN) is the authority that coordinates the assignment of unique identifiers on the Internet, including domain names, Internet protocol addresses, and protocol port and parameter numbers. A globally unified namespace (i.e., a system of names in which there is one and only one holder of each name) is essential for the Internet to function. ICANN is headquartered in Marina del Rey, California, but is overseen by an international board of directors drawn from across the Internet technical, business, academic, and non-commercial communities. The US government continues to have a privileged role in approving changes to the root zone file that lies at the heart of the domain name system. Because the Internet is a distributed network comprising many voluntarily interconnected networks, the Internet, as such, has no governing body. ICANN's role in coordinating the assignment of unique identifiers distinguishes it as perhaps the only central coordinating body on the global Internet, but the scope of its authority extends only to the Internet's systems of domain names, Internet protocol addresses, and protocol port and parameter numbers.

The World Wide Web

Through keyword-driven Internet research using search engines like Google, millions worldwide have easy, instant access to a vast and diverse amount of online information. Compared to encyclopedias and traditional libraries, the World Wide Web has enabled a sudden and extreme decentralization of information and data. Some companies and individuals have adopted the use of 'weblogs' or blogs, which are largely used as easily-updatable online diaries. Some commercial organizations encourage staff to fill them with advice on their areas of specialization in the hope that visitors will be impressed by the expert knowledge and free information, and be attracted to the corporation as a result. One example of this practice is Microsoft, via whose product developers publish their personal blogs in order to pique the public's interest in their work. For more information on the distinction between the World Wide Web and the Internet itself — as in everyday use the two are sometimes confused — see Dark internet where this is discussed in more detail.

Remote access

The Internet allows computer users to connect to other computers and information stores easily, wherever they may be across the world. They may do this with or without the use of security, authentication and encryption technologies, depending on the requirements. This is encouraging new ways of working from home, collaboration and information sharing in many industries. An accountant sitting at home can audit the books of a company based in another country, on a server situated in a third country that is remotely maintained by IT specialists in a fourth. These accounts could have been created by home-working book-keepers, in other remote locations, based on information e-mailed to them from offices all over the world. Some of these things were possible before the widespread use of the Internet, but the cost of private, leased lines would have made many of them infeasible in practice. An office worker away from his or her desk, perhaps the other side of the world on a business trip or a holiday, can open a remote desktop session into his or her normal office PC using a secure Virtual Private Network (VPN) connection via the Internet. This gives him or her complete access to all their normal files and data, including e-mail and other applications, while they are away.

Collaboration

This low-cost and nearly instantaneous sharing of ideas, knowledge and skills has revolutionized some, and given rise to whole new, areas of human activity. One example of this is the collaborative development and distribution of Free/Libre/Open-Source Software (FLOSS) such as Linux, Mozilla and OpenOffice.org. See Collaborative software.

File-sharing

A computer file can be e-mailed to customers, colleagues and friends as an attachment. It can be uploaded to a website or FTP server for easy download by others. It can be put into a "shared location" or onto a file server for instant use by colleagues. The load of bulk downloads to many users can be eased by the use of "mirror" servers or peer-to-peer networking. In any of these cases, access to the file may be controlled by user authentication; the transit of the file over the Internet may be obscured by encryption and money may change hands before or after access to the file is given. The price can be paid by the remote charging of funds from, for example a credit card whose details are also passed - hopefully fully encrypted - across the Internet. The origin and authenticity of the file received may be checked by digital signatures or by MD5 message digests. These simple features of the Internet, over a world-wide basis, are changing the basis for the production, sale and distribution of many types of product, wherever they can be reduced to a computer file for transmission. This includes all manner of office documents, publications, software products, music, photography, video, animations, graphics and the other arts. This in turn is causing seismic shifts in each of the existing industry associations, such as the RIAA and MPAA, that previously controlled the production and distribution of these products.

Streaming media and VoIP

Many existing radio and television broadcasters have provided Internet 'feeds' of their live audio and video streams (for example, the BBC). They have been joined by a range of pure Internet 'broadcasters' who never had on-air licences. This means that an Internet-connected device, such as a computer or something more specific, can be used to access on-line media in much the same way as was previously possible only with a TV or radio receiver. The range of material is much wider, from pornography to highly specialised technical web-casts. The simplest equipment can allow anybody, with little censorship or licencing control, to broadcast on a worldwide basis. Time-shift viewing or listening is not a problem as the BBC have shown with their Preview, Classic Clips and Listen Again features. Web-cams can be seen as an even lower-budget extension of this phenomenon. In this case the picture may update only slowly - perhaps once every few seconds or slower, but Internet users can watch animals around an African waterhole, ships in the Panama Canal or the traffic at a local roundabout live and in real time. Video chat rooms, video conferencing, and remote controllable webcams have become popular. Some people install webcams in their bedrooms that can be accessed by other voyeurs, often with two-way sound. VoIP stands for Voice over IP, where IP refers to the Internet Protocol that underlies all Internet communication. This phenomenon began as an optional two-way voice extension to some of the Instant Messaging systems that took off around the turn of the millennium. In recent years many people and organizations have made VoIP systems as easy to use and as convenient as a normal telephone. The benefit is that, as the actual voice traffic is carried by the Internet, VoIP is free or costs much less than an actual telephone call, especially over long distances and especially for those with always-on ADSL or DSL Internet connections anyway. The disadvantages are that it is still difficult to initiate a call with someone, unless they also have a VoIP phone or are at their computer and that there are still several competing standards that are mitigating against universal acceptance. In all of these cases, existing large organisations, that have grown accustomed to regular incomes for their services, are finding increased competition in their service areas, coming directly from the Internet. While newcomers strive to make these inroads, the traditional industries are having to adapt, adopt, complain or suffer. Meanwhile the consumer in each case most probably benefits from the increased range of services and possible price reductions. Some worry about censorship and control while others see a continuing globalisation of culture and norms.

Language

Main article: English on the Internet The most prevalent language for communication on the Internet is English. This may be due to the Internet's origins or to the growing role of English as an international language. It may also be related to the poor capability of early computers to handle characters other than those in the basic Latin alphabet (see Unicode). After English (32 % of web visitors) the most-requested languages on the world wide web are Chinese 13 %, Japanese 8 %, Spanish 6 %, German 6 % and French 4 %. (From [http://www.internetworldstats.com/stats7.htm Internet World Stats]) By continent, 33 % of the world's Internet users are based in Asia, 29 % in Europe and 23 % in North America.[http://www.internetworldstats.com/stats.htm] The Internet's technologies have developed enough in recent years that good facilities are available for development and communication in most widely used languages. However, some glitches such as mojibake still remain.

Cultural awareness

From a cultural awareness perspective, the Internet has been both an advantage and a liability. For people who are interested in other cultures it provides a significant amount of information and an interactivity that would be unavailable otherwise. However, for people who are not interested in other cultures there is some evidence indicating that the Internet enables them to avoid contact to a greater degree than ever before.

Censorship

Some countries, such as Iran and the People's Republic of China, restrict what people in their countries can see on the Internet, especially unwanted political and religious content. In the Western world, it is Germany that has the highest rate of censorship. Internet Service Providers are required by law to block some sites that contain child pornography or Nazi or Islamist propaganda. Censorship is sometimes done through government sponsored censoring filters, or by means of law or culture, making the propagation of targeted materials extremely hard. At the moment most Internet content is available regardless of where one is in the world, so long as one has the means of connecting to it.

Internet access

Germany Common methods of home access include dial-up, landline broadband (over coaxial cable, fiber optic or copper wires), Wi-Fi, satellite and cell phones. Public places to use the Internet include libraries and Internet cafes, where computers with Internet connections are available. There are also Internet access points in many public places like airport halls, in some cases just for brief use while standing. Various terms are used, such as "public Internet kiosk", "public access terminal", and "Web payphone". Many hotels now also have public terminals, though these are usually fee based. Wi-Fi provides wireless access to computer networks, and therefore can do so to the Internet itself. Hotspots providing such access include Wi-Fi-cafes, where a would-be user needs to bring their own wireless-enabled devices such as a laptop or PDA. These services may be free to all, free to customers only, or fee-based. A hotspot need not be limited to a confined location. The whole campus or park, or even the entire city can be enabled. Grassroots efforts have led to wireless community networks. Apart from Wi-Fi, there have been experiments with proprietary mobile wireless networks like Ricochet, various high-speed data services over cellular or mobile phone networks, and fixed wireless services. These services have not enjoyed widespread success due to their high cost of deployment, which is passed on to users in high usage fees. New wireless technologies such as WiMAX have the potential to alleviate these concerns and enable simple and cost effective deployment of metropolitan area networks covering large, urban areas. There is a growing trend towards wireless mesh networks, which offer a decentralized and redundant infrastructure and are often considered the future of the Internet. Broadband access over power lines was approved in 2004 in the United States in the face of stiff resistance from the amateur radio community. The problem with modulating a carrier signal onto power lines is that an above-ground power line can act as a giant antenna and jam long-distance radio frequencies used by amateurs, seafarers and others. Countries where Internet access is available to a majority of the population include Germany, India, China, Chile, Iceland, Finland, Sweden, Greece, Italy, Australia, Denmark, the United States, Canada, the United Kingdom, The Netherlands, Japan, Singapore, Taiwan, Thailand, South Korea and Norway. The use of the Internet around the world has been growing rapidly over the last decade, although the growth rate seems to have slowed somewhat after 2000. The phase of rapid growth is ending in industrialized countries, as usage becomes ubiquitous there, but the spread continues in Africa, Latin America, the Caribbean and the Middle East. However, there are still problems for many. ADSL and other broadband access are rare or nonexistent in most developing countries. Even in developed countries, high prices, mediocre performance and access restrictions often limit its uptake. Within individual countries, wide differences may exist between larger cities (often having multiple providers of broadband access) and some rural areas, where no broadband access may be available at all. The expansion of the availability of Internet access is a way to bridge the so-called digital divide.

Capitalization conventions

In formal usage, Internet is traditionally written with a capital first letter. The Internet Society, the Internet Engineering Task Force, the Internet Corporation for Assigned Names and Numbers, the World Wide Web Consortium, and several other Internet-related organizations all use this convention in their publications. In English grammar, proper nouns are capitalized. Most newspapers, newswires, periodicals, and technical journals also capitalize the term. Examples include the New York Times, the Associated Press, Time, The Times of India, Hindustan Times and Communications of the ACM. In other cases, the first letter is often written small (internet), and many people are not aware of any convention of using a capital letter. Some argue that internet is the correct form. Since 2000, a significant number of publications have switched to using internet. Among them are The Economist, the Financial Times, the London Times, and the Sydney Morning Herald. As of 2005, most publications using internet appear to be located outside of North America although one American news source, Wired News, has adopted the lowercase spelling.

Leisure

The Internet has been a major source of leisure since before the World Wide Web, with entertaining social experiments such as MOOs being conducted on university servers, and humor-related USENET groups receiving much of the main traffic. Today, many Internet forums have sections devoted to neta; short cartoons in the form of Flash movies are also popular. The pornography and gambling industries have both taken full advantage of the World Wide Web, and often provide a significant source of advertising revenue for other Web sites. Although many governments have attempted to put restrictions on both industries' use of the Internet, this has generally failed to stop their widespread popularity. One main area of leisure on the Internet is multiplayer gaming. This form of leisure creates communities, bringing people of all ages and origins to enjoy the fast-paced world of multiplayer games. These range from MMORPG to first-person shooters, from role-playing games to online gambling. This has revolutionized the way many people interact and spend their free time on the Internet. Online gaming began with services such as GameSpy and MPlayer, which players of games would typically subscribe to. Non-subscribers were limited to certain types of gameplay or certain games. With the release of Diablo by Blizzard Entertainment, gamers were treated to a built in online game service that was free of charge. With Blizzard's next game, StarCraft, the gaming world saw an explosion in the numbers of players using the Internet to play multi-player games. StarCraft may have been the first non-MMO game in which most players utilized the online gameplay as opposed to the single-player gameplay. Online gaming has progressed so much in the last 10 years that gamers earn a living from being a professional at the subject by winning tournaments and prizes as well as signing sponsor deals. Because there is a large support for certain online games, a new community has been born for people modding games, where users edit games to add a whole new element to it. This is how games such as Counter-Strike were born from the Half-Life Gaming Engine. Cyberslacking has become a serious drain on corporate resources; the average UK employee spends 57 minutes a day surfing, according to a study by Peninsula Business Services[http://news.scotsman.com/topics.cfm?tid=914&id=1001802003].

A complex system

Many computer scientists see the Internet as a "prime example of a large-scale, highly engineered, yet highly complex system" (Willinger, et al). The Internet is extremely heterogeneous. (For instance, data transfer rates and physical characteristics of connections vary widely.) The Internet exhibits "emergent phenomena" that depend on its large-scale organization. For example, data transfer rates exhibit temporal self-similarity.

Marketing

The Internet has also become a big market, and the biggest companies today have grown by taking advantage of the efficient low-cost advertising and commerce through the Internet. It is the fastest way to spread information to a vast community of people all at once. The Internet has revolutionized shopping –– a person can order a CD online and receive it in the mail within a couple of days, or download it directly in some cases.

Criticism

Many hyperlinks are outdated as time takes its toll on the existence of URL weblinks. These weblinks are often times defunct and are retained as hyperlinks for extended timeframes as a result of laziness or being busy enough to be sidetracked away from updating webpages. This is a common hoax for people who are fans in the field of what those links provide them with/to.

See also


- List of Internet topics
- An internet of things
- Art on the Internet
- Bogon filtering
- Catenet
- Central ad server
- Cybersex
- Cyberzine
- Dark internet
- Democracy on the Internet
- Dynamics of the Internet
- Extranet
- File Sharing
- Flaming
- Friendship on the Internet
- Hacktivism or Hacker culture
- History of the Internet
- International Freedom of Expression eXchange - monitors Internet censorship around the world
- Humor on the Internet
- ICANN
- Internet 2
- Internet Archive
- Intranet
- Internet forum
- Internets (colloquialism)
- Internet traffic engineering
- NANOG
- Netiquette
- Network Mapping
- Online banking
- Open Directory Project
- Security breaches
- Slang on the Internet
- Trolls and trolling
- Videotex - an early communications technology
- Web browser
- Web hosting
- WebQuest

External links

General


- [http://www.channel101.com/ Internet TV Stations]
- [http://www.isoc.org/ The Internet Society (ISOC)]
- [http://www.techterms.org/internet.php Internet Dictionary] - Definitions of Internet-related terms
- [http://www.experienced-people.co.uk/1099-webmaster-glossary/ The Alternate Internet Glossary] (Humor)
- A [http://www.illusivecreations.com Calgary Web Design] company that has put together over 300 articles about the internet and web development. You can view them by going [http://www.illusivecreations.com/articles/ here].
- [http://www.clickz.com/stats/sectors/geographics/article.php/5911_151151 Internet access stats]
- [http://www.sharpened.net/glossary/ Glossary of Computer and Internet Terms]
- [http://scoreboard.keynote.com/scoreboard/Main.aspx?Login=Y&Username=public&Password=public Internet Health Report] from Keynote
- [http://www.internetworldstats.com/stats.htm Internet World Stats]

Articles


- [http://www.iht.com/articles/2005/09/29/business/net.php "EU and U.S. clash over control of the Net" - International Herald Tribune article by Tom Wright]
- [http://www.wired.com/wired/archive/13.08/intro.html "10 Years that changed the world" - WiReD looks back at the evolution of the Internet over last 10 years]
- [http://www.fourmilab.ch/documents/digital-imprimatur/ John Walker: The Digital Imprimatur]
- [http://www.addressingtheworld.info addressingtheworld.info] - website accompanying a book (ISBN 0742528103) on the history of DNS
- [http://computer.howstuffworks.com/internet-infrastructure.htm How Stuff Works explanation of the Infrastructure of the Internet]
- [http://www.searchandgo.com/articles/internet/net-explained-1.php Internet Explained] Seven part article explaining the origins to the present and a future look at the Internet.
- [http://www.wired.com/news/culture/0,1284,64596,00.html?tw=wn_tophead_7 "It's Just the 'internet' Now" - Wired.com article by Tony Long]

History


- [http://www.isoc.org/internet/history/brief.shtml The Internet Society History Page]
- [http://www.internetvalley.com/archives/mirrors/cerf-how-inet.txt How the Internet Came to Be]
- [http://www.zakon.org/robert/internet/timeline/ Hobbes' Internet Timeline v7.0]
- [http://www.ciolek.com/PAPERS/e-scholarship2000.html Futures and Non-futures for Scholarly Internet. ]
- [http://www.lk.cs.ucla.edu/internet_history.html History of the Internet links]
- [http://www.ietf.org/rfc/rfc801.txt RFC 801, planning the TCP/IP switchover]
- [http://www.archive.org/ Internet Archive] - A searchable database of old cached versions of websites dating back to 1996
- A list of lectures, some of which relate to the Internet, from the Massachusetts Institute of Technology is available [http://ocw.mit.edu/OcwWeb/Comparative-Media-Studies/CMS-930Media--Education--and-the-MarketplaceFall2001/VideoLectures/index.htm here]. Of particular interest is lecture #3 The Next Big Thing: Video Internet which is delivered in Real Player format. The lecture gives a brief history of networking; discusses convergence between the internet/telephone/television networks; the expansion of broadband access; makes predictions about the future of delivery of video over the internet.

References


- Walter Willinger, Ramesh Govindan, Sugih Jamin, Vern Paxson, and Scott Shenker. (2002). Scaling phenomena in the Internet. In Proceedings of the National Academy of Sciences, 99, suppl. 1, 2573 – 2580. Category:Communication Category:Digital media Category:Internet Category:Digital Revolution Category:Technology Category:Computer networks Category:Networks ko:인터넷 ms:Internet ja:インターネット simple:Internet th:อินเทอร์เน็ต fiu-vro:Internet

Play-by-mail game

Play by mail games are games, of any type, played through postal mail or e-mail. One example, chess, has been played by mail for centuries (when played in this way, it is known as correspondence chess). Another example, Diplomacy, has been played by mail since the 1960s, starting with a printed newsletter (a fanzine) written by John Boardman. More complex wargames, moderated by computer programs, were pioneered by Rick Loomis and his company, Flying Buffalo in the 1970s. The first such games offered via email through major online services such as AOL were created at Stormfront Studios, starting in 1989. Play by mail games are often referred to as PBM games, and play by email is sometimes abbreviated PBeM -- as opposed to face to face (FTF) games which are played in person. In the 1980s, play-by-mail games reached their peak of popularity with the advent of Gaming Universal, the first professional magazine devoted to play-by-mail games. A similar magazine, Flagship, focused on British PBM games. Bob McLain, the publisher and editor of Gaming Universal, further popularized the hobby by writing articles that appeared in many of the leading mainstream gaming magazines of the time. In the late 1990s, computer and Internet games marginalized play-by-mail, but the hobby still exists with an estimated 2000-3000 adherents worldwide. See also Play-by-post gaming

Postal gaming

Postal gaming developed as a way for geographically separated gamers to compete with each other. It was especially useful for those living in isolated areas and those whose tastes in games was uncommon. In the case of a two player game such as chess, players would simply send their moves to each other alternately. In the case of a multi-player game such as Diplomacy, a central game master would run the game, receiving the moves and publishing adjudications. Such adjudications were often published in postal game zines, some of which contained far more than just games.

Internet play-by-mail

With the rise of the Internet, postal gaming and postal games zines have largely been replaced by email and websites. Play by mail games differ from popular online multiplayer games in that, for most computerized multiplayer games, the players have to be online at the same time. With a play by mail game, the players can play whenever they choose. Some computer games can be played in a play by mail mode: you make your "move", mail a file to your opponent, who makes his "move", and mails something back. The first original play-by-email games offered by major online services were:
- Quantum Space, designed and programmed by Don Daglow, on the QuantumLink, PC-Link and AppleLink services (later unified and renamed AOL), (1989-1991). AOL Founder Steve Case personally supported the project.
- Rebel Space, designed by Daglow, Mark Buchignani, David Bunnett and Hudson Piehl, which ran on Prodigy from 1992 to 1994. A popular and well known play by eMail game is Atlantis PbeM. Thomas Harlan's alternate history PBEM game, Lords of the Earth has been running continuously for 20 years. E-Mail Games is a site that offers free wargaming by e-mail. Play By Email Emporium is a site that offers news, support, opponent locator services, tutorials, and files supporting pbem play utilizing utilities such as Aide De Camp and Cyberboard.

External links


- [http://www.epmgames.com/AGpage.html Adventurers Guild -- a PB(e)M FRPG world running since 1990]
- [http://www.prankster.com/project/ Atlantis PbeM Project]
- [http://www.arno-saxena.de/atlantis/atl_home.php A running Atlantis game]
- [http://www.chesshere.com ChessHere.com: play online chess by email]
- [http://www.diplom.org/ Diplomatic Pouch, for PBM and PBEM Diplomacy]
- [http://members.shaw.ca/emg.pbm/emg.htm E-Mail Games Website]
- [http://pbem.brainiac.com Play by Email Emporium Website]
- [http://www.eressea.de/ Eressea, the oldest active Altantis-like world]
- [http://www.rpglibrary.org/articles/faqs/pbem.php FAQ: Play by email (PBEM) role-playing games]
- [http://www.flyingbuffalo.com Flying Buffalo Games]
- [http://www.GamesByEmail.com GamesByEmail.com -- correspondence gaming headquarters]
- [http://www.globalguardians.com The Global Guardians PBEM Universe]
- [http://www.strugglegames.com Global Struggle -- PBEM Strategy game based in period after American Revolution]
- [http://www.itsyourturn.com It's Your Turn -- turn-based games against thousands of opponents]
- [http://www.throneworld.com/lords/index.jsp Lords of the Earth]
- [http://www.fbgames.co.uk/words/mfg/mfgtoc.htm Mission From God -- guide to the amateur PBM in the UK]
- [http://www.rpglibrary.org/news/ PBEM News -- game announcements and listings]
- [http://www.pbemnexus.com/ PBEM Nexus -- game announcements and listings]
- [http://www.pbem-portal.com/ PBEM Portal -- game announcements and listings]
- [http://www.pbm.com/~lindahl/pbm.html PBM.com -- a play-by-mail home page]
- [http://www.quadrantdelta.com Quadrant Delta]
- Richard's Play By Email Server -- [http://www.gamerz.net/~pbmserv/ free and supports more than 50 board-games mostly abstract games]
- [http://games.groups.yahoo.com/group/RPG_Player_Sanctuary/ RPG Player Sanctuary -- game announcements and listings]
- [http://www.rpgplug.co.uk RPGPlug -- game announcements and listings]
- [http://www.users.globalnet.co.uk/~latics The Tangerine Terror -- PBM 'zine for wargames and strategy games]
- [http://www.turn2turn.com/ Turn2turn Fantasy strategy PBEM games]
- [http://www.verdanon.de/ Verdanon -- PBEM based on German Atlantis, with modifications]
- [http://www.warplanner.com Warplanner: A World At War -- Advanced Third Reich and Rising Sun by email] ja:プレイバイメール

MUD

:This article is about a type of online computer game. For other uses of the word "mud," see mud In computer gaming, a MUD (multi-user dungeon, dimension, or sometimes domain) is a multi-player computer game that combines elements of role-playing games, hack and slash style computer games, and social instant messaging chat rooms. Typically running on a bulletin board system or Internet server, the game is usually text driven, where players read descriptions of rooms, objects, events, other characters, and computer-controlled creatures or non-player characters (NPCs) in a virtual world. They may interact with each other and the surroundings by typing commands that resemble a natural language, usually English. Traditional MUDs implement a fantasy world populated by elves, goblins, and other mythical beings with players being able to take on any number of classes, including warriors, mages, priests, thieves, druids, etc. The object of the game is to slay monsters, explore a world rich in fantasy and with adventure, and to complete quests. MUDs are typically fashioned around the dice rolling rules of the Dungeons & Dragons (D&D) series of games. MUDs typically have a fantasy setting, while others are set in science fiction-based universe. Still others, especially those which are based on MOOs, are used in distance education or to allow for virtual conferences. MUDs have also attracted the interest of academic scholars from many fields, including communications, sociology, law, and synthetic economies. Most MUDs are run as hobbies and are free to players; some may accept donations or allow players to "purchase" in-game items.

History

The first games we might today call MUDs appeared in 1977 on the PLATO system. In Europe at around the same time, MUD development was centered around academic networks, particularly at the University of Essex where they were played by many people, both internal and external to the University. In this context, it has been said that MUD stands for "Multi-Undergrad Destroyer" due to their popularity among college students and the amount of time devoted to the MUD by the student. The popularity of MUDs of the Essex University tradition escalated in the USA during the 1980s, when (relatively speaking) cheap, home personal computers with 300 to 2400 baud modems enabled role players to log into multi-line BBSes and Online_service providers such as Compuserve. The very first MUD was perhaps Oubliette, written by Jim Schwaiger, and published on the PLATO system in 1977. It was so difficult that one could not play it alone: in order for players to survive, they had to run in groups. Following it, also on PLATO, was a game called 'Moria' written in 1977, copyright 1978. Again, players could run in parties but in this MUD it was also possible to effectively play while only running one character. There is some dispute as to whether Oubliette or Moria actually count as MUDs, as their degree of persistence was minuscule and their inter-player communication somewhat impoverished. They were graphical in nature and very advanced for their time, but because of this were unable to spread beyond PLATO. Textual worlds were far more portable, which explains their central role in the development of Virtual_Worlds compared to the niche position held by the PLATO games. Early MUDs from England were created in 1978 by Roy Trubshaw and Richard Bartle at Essex University on a DEC PDP-10 in the UK [http://www.ludd.luth.se/mud/aber/mud-history.html]. They chose the acronym MUD to stand for Multi-User Dungeon, in reference to another PDP-10 game called Dungeon (or DUNGEN due to the six character filename limit), which was later commercially released by Infocom under the original development code name Zork. Zork in turn was inspired by an older text-adventure game known as Colossal Cave Adventure or ADVENT. The classic game MIST (also part of Essex University MUD) which could be played from any computer connected to JANET (a European academic network predating the internet), became one of the first of its kind to attain broad popularity. Another early MUD was Avatar, written in 1979 by Bruce Maggs and Andrew Shapira, both high school students using the PLATO system at the University of Illinois. This MUD was 2.5-D game running on 512x512 plasma panels of the PLATO system, and groups of up to 15 players could enter the dungeon simultaneously and fight monsters as a team. In the early 1980s Alan E. Klietz wrote a game called Milieu using Multi-Pascal on a CDC Cyber, which was used by high school students in Minnesota for educational purposes. Klietz ported Milieu to an IBM XT in 1983, naming the new port "Scepter of Goth" (also spelled "Sceptre of Goth"). Goth supported 10 to 16 simultaneous users, typically connecting in by modem. Scepter of Goth was one of the first commercial MUDs, as franchises were sold to a number of locations. Scepter (as well as unfinished advanced MUD by Klietz called ScreenPlay) was first owned and run by GamBit (of Minneapolis, Minnesota), founded by Bob Alberti. GamBit's assets, including Scepter and ScreenPlay, were then sold to InterPlay (of Fairfax, Virginia). InterPlay eventually went bankrupt, making Scepter no longer available. In 1984, Mark Peterson wrote "The Realm of Angmar", beginning as a clone of Sceptre of Goth. A version of MUD is still running at [http://www.british-legends.com/ www.british-legends.com] and versions of its descendant MUD2 run at [http://www.mud2.com/ www.mud2.com] and [http://www.mudii.co.uk/ www.mudii.co.uk]. Two versions of Avatar, one from ~1979 and one from 1984, are still running at [http://www.cyber1.org www.cyber1.org]. Moria and Oubliette are also available. These text-adventure games (both single and multi-player) drew inspiration from the paper-and-pencil based role-playing games (RPGs) such as Dungeons & Dragons which were approaching their peak popularity at this time, especially with the release of Advanced Dungeons & Dragons (AD&D) in 1977. This strong bond between RPGs and MUDs continued through the years with the release of dozens of AD&D modules and series of related books and stories (i.e. Forgotten Realms and Dragonlance). Influences also came from the gamebooks such as Fighting Fantasy, Choose Your Own Adventure and Lone Wolf, and also other RPGs such as Vampire: The Masquerade, and Middle-earth Role Playing (or MERP). Other MUDs that appeared around 1985 included Mirrorworld, run by Pip Cordrey and developed and written by Tim Rogers, Lorenzo Wood and Nathaniel Billington, and SHADES. SHADES was a commercial MUD accessible in the UK via the Prestel system. Mirrorworld was the first MUD to feature rolling resets. Another popular MUD was AberMUD written in 1988 by Alan Cox, also known as Anarchy, named after the University of Wales Aberystwyth. Avalon, the Legend Lives, started in 1989, was the first MUD to combine a consistent fantasy story-line with a commercial venture. In 1989, TinyMUD introduced the ability for the players to easily participate in creating the online environment, as well as playing in it. The TinyMUD code spawned a number of descendants, including TinyMUCK and TinyMUSH, which added more sophisticated programmability. (MUCK versions 2 and higher contain a full programming language named MUF, or Multi-User Forth, while MUSH greatly expanded the variety of commands and functions available and allowed them to apply to all objects.) Some use the term "MU
- " to refer to TinyMUD, MUCK, MUSH, MUSE, MUX, and their kin; others simply allow the term "MUD" to apply universally. "MUVE" is a recent coinage, intended to stand for Multi-User Virtual Environment. UberMUD, UnterMUD, and MOO are some other MUD servers that were at least partially inspired by TinyMUD but are not direct descendants. Also in 1989, and inspired by TinyMUD and AberMUD, LPMud was developed as a more game-oriented MUD that allowed participants to program the behavior of its "monsters." In 1991, the release of DikuMUD, which was inspired by AberMUD, lead to a virtual explosion of hack-n-slash MUDs based upon its code. DikuMUD inspired several derivative code bases as well, including CircleMUD, Merc, ROM, NiMUD and SMAUG. In 1994 Peterson had again rewritten his game to be compatible with MS-DOS (the basis for many dial-in BBS systems), and renamed it Swords of Chaos. For a few years this was a very popular form of MUD, hosted on a number of BBS systems, until widespread Internet access eliminated most BBSs. Though seeing some decline in the past few years due to the advent of graphical MUDs (MMORPGs)and other networked games, the MUD scene is still very much alive on the Internet, and can be accessed via standard telnet clients, or specialized MUD clients that give a more pleasant user experience. Anyone wanting to play these games online can find them listed at various web portals such as the ones in the external links section of this article.

Variations on MUDs

Graphical MUDs

A graphical MUD is a MUD that uses computer graphics to represent parts of the virtual world and its visitors. The foremost of these is Habitat, written by Randy Farmer and Chip Morningstar for Lucasfilm in 1985. Graphical MUDs require players to download a special client and the game's artwork. They range from simply enhancing the user interface to simulating 3D worlds with visual spatial relationships and customized avatar appearances. After the increase in computing power and Internet connectivity during the late nineties graphical MUDs became better known as MMORPGs (massively multiplayer online role-playing games). Unlike earlier MUDs, most MMORPGs are commercial ventures. See list of MMORPGs for examples of this type of game.

Talkers and spods

Main article: Talker A lesser known variant is the talker, typically based on ew-too or NUTS, with plenty of derived code bases. The early talkers were essentially MUDs, with most of the complex bits of code stripped away, leaving just the communication level commands -- hence the name talker. People who use these tend to be called spods. The spod tends to be something of a long-term fanatic. Where many mudders may move on after a year or two, people who use talkers typically have been doing so for a decade or more. Talkers are significantly easier to run than an average MUD, since they don't incorporate very much artificial intelligence, and they are usually much more user friendly, since there is not often much fighting as a focus. In other words, whole families of husbands, wives, children, and siblings have been known to spod in certain circles. They also use very little network traffic, and use simple protocols, making them ideal for setting up quietly at work. Talker applications predate MUDs by many years, although some of the early ones were used to play Dungeons & Dragons over computer networks. Talkers and some other MUDs use InterMUD to chat with users on completely separate MUDs. The spod has earned a place in the Jargon File.

RPI MUDs

Another lesser known variant of a MUD are RPI MUDs, Role-Play Intensive Multi-User Dungeon. RPI MUDs center themselves around playing out specific roles as if the role were real. Realism is often blended in with fantasy in these types of MU
- s. In general, the objective of the game is not to complete computer-generated quests or to hack-and-slash monsters in order to gain levels and equipment, but to collaborate with fellow players to create complex and multi-layered storylines in a cohesive gameworld. RPIs are very different from other MU
- because of this. The majority of RPI MUDs are levelless and classless, focusing instead on skills and crafts that players may pursue during the lifetime of their characters. RPI's tend to focus more on role-playing against the world or environment, often going as far as to request their players to engage in role-play with inanimate creatures and objects. OOC (Out of character) communications are often restricted. This contrasts with other forms of mud role-playing styles such as storytelling and freestyle mushes in which role-play is conducted between players and OOC communications are more important. RPI MUDs could be considered giant plays where the setting or world is the theater, and the players are the actors as well as the viewers. RPIs are a newer branch of MUDs in general, but have still been around for a long period of time.

Complex Combat MUDs

The term Complex Combat MUDs covers a wide variety of games. Generally, it means that a game does not have an automated 'kill' system - rather, there is a system of balances which require user input. When coupled with an 'affliction' or 'stancing' system or some sort of tactical fighting mechanism, this is a very engaging and exciting way of doing combat. Avalon is said to be the first MUD to implement such a system, but this has been taken up by many other games since. Another distinguishing factor of Complex Combat MUDs is that they sometimes allow client-side triggers and scripting (often considered an unfair advantage in other games), since the 'balance' system ensures that writing a script to handle fighting would be extremely difficult, but some more basic scripts make fighting more exciting for both participants, and add an extra dimension to combat.

See also


- :Category:MU
- servers

- :Category:MU
- games

- MUD client
- Mobile (MUD)
- MMORPG – Massive Multiplayer Online RPG
- MUSH
- MOO
- Talker - historically based on MUDs
- For an academic look at MUDs, see [http://www.prospect.org/print/V7/24/turkle-s.html Sherry Turkle]'s writings

External links


- [http://www.mudlists.com mudlists.com]: Large selection of available online RPGs
- [http://www.mudconnector.com Mud Connector.com]: Extensive list of available MUDs
- [http://www.topmudsites.com Top Mud Sites]: Ranking of the most popular MUDs
- [http://www.iol.ie/~ecarroll/mud/mr_5b Some history and reviews] from Richard Bartle's "Interactive Multi-User Computer Games" report
- [http://arch-wizard.com/ Confessions of an Arch-Wizard] Mud History: Michael Lawrie's account of the early years of MUD and MIST
- [http://jcmc.indiana.edu/vol2/issue1/lambda.html Virtual(ly) Law: The Emergence of Law in LambdaMOO]
- [http://mud.stack.nl/intermud/ Intermud Protocols]: Information about most intermud protocols
- [http://www.intermud.org Intermud.org]: Information about the I3 and IMC2 intermud communication protocols
- [http://www.mudmagic.com Mud Magic.com]: MUD software downloads, discussion, game listings, and documentations.
- [http://ftp.game.org ftp.game.org]: Hierarchal archive of MUD source code
- [http://www.linnaean.org/~lpb/muddex/mudline.html The MUDline]: A timeline of MUD history.
- [http://mappa.mundi.net/maps/maps_005/ Mapping MUDs]: 3-Dimensional modelling of a MUD
- The Gaming Center: one of the largest free gaming based bulletin board systems in existence today.
- [http://www.ludd.luth.se/mud/aber/articles/history.html Early MUD history]
- [http://www.brandeis.edu/pubs/jove/HTML/v2/keegan.html A Classification of MUDs] by Martin Keegan, Grandmaster Data Services Ltd, Cambridge, U.K.
- [http://www.andreasen.org/ Erwin S. Andreasen]: Home of the MUD Personality Test, 16k MUD competition, and other resources.
- [http://twmudlist.twku.net Taiwan Mud List]: A watch list about informations, status of Taiwan Muds. Category:Computer and video role-playing games Category:Multiplayer online games

Halo (video game series)

] The Halo series is a popular series of video games developed by Bungie Studios and published by Microsoft.

Video games

Halo was the killer app for the Xbox console up until the release of its more ambitious and sequel Halo 2

Halo: Combat Evolved

Microsoft When
Halo began development, it was a real time strategy game that would have been released on Apple and Windows PCs. However, during its many years of development, it changed into a third person shooter and then to a first person shooter. Bungie was then bought by Microsoft, and Halo was converted to being developed for the Xbox game console. The game was released on November 15, 2001. It was later ported to both Microsoft Windows and Mac OS X computers. The story deals with the adventures of the protagonist, referred to in the game only as "Master Chief", on a ring-shaped world, called Halo. Stranded with the rest of the crew of the human ship Pillar of Autumn, including the AI Cortana, he fights against The Covenant (an alien race waging a 'holy war' of sorts against humanity) while attempting to uncover the ring-world's secrets, which include the sinister Flood. Halo ends with the Master Chief and Cortana destroying the alien ring, after learning that the ring was a weapon that would destroy all sentient life in the galaxy if activated.

Halo: Custom Edition

: Halo: Custom Edition (commonly known as Halo CE) is a free stand-alone expansion for Halo: Combat Evolved (for the PC) that has the ability to load and play user-created content and maps. This version does not have the option to play in campaign mode. During an online match, other players without a custom player created map can play too.

Halo 2

Master Chief
Halo 2 was released exclusively for the Xbox on November 9, 2004, generating a $125 million dollar entertainment record on its premiere day. The sequel features new game mechanics such as dual wielding, new vehicles and weapons, better AI, the ability to hijack vehicles, and Internet-based multiplayer via Xbox Live. It has an advanced graphics engine that utilizes normal mapping and bloom effects, helping to make it one of the best looking games on the Xbox. It also has Bungie.net integration and rankings and tracking of every online match, pushing the envelope of online console gaming further. No ports to other platforms have been announced so far. In Halo 2, Master Chief battles the Covenant on Earth and later continues the fight on a second Halo: Delta Halo. Meanwhile, the Covenant slides into civil war and a disgraced Elite commander known as the Arbiter is introduced to the series as a second playable character. In the end, the second Halo is almost fired, but the Arbiter and Miranda Keyes, with the help of Sergeant Johnson, are able to prevent this occurrence. The aborted countdown in response triggers a fail-safe protocol that allows remote firing of all the other ring-worlds from one place: The Ark. The Halo universe expands as well, with new worlds and characters being introduced, as well a deeper look at the culture and society of Covenant. The cliffhanger ending suggests that another sequel is in the works. Halo 2 is much more ambitious than its predecessor. There is heated debate over whether the game is superior to its predecessor. Arguments are mainly directed at the multiplayer aspect of the two games, with emphasis placed on Halo 2's greatly simplified learning curve and controversial matchmaking modes.

Future Video Game Releases

Halo 3

The cliffhanger ending of
Halo 2, as well as the success of the Halo franchise, makes a sequel extremely likely. It is speculated that Halo will become a trilogy, after which Bungie will be done with the series. Sources from inside both Microsoft and Bungie have made contradictory claims regarding whether Halo 3 is currently in development. Steve Ballmer, the CEO of Microsoft, was quoted as saying that Halo 3 was in development alongside Halo 2; however, this quote was recognized as a slip of the tongue and debunked before the release of Halo 2. Bill Gates, Microsoft's chairman, stated in a May 2005 Time Magazine interview that Halo 3 would be released in the "second wave" of Xbox 360 titles in 2006, as close to the PlayStation 3's launch as possible, to divert sales. "It's perfect,