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Take stock of the history of China's online game development! Is there any youth that belongs to you? (i)

The history of china's online game development! Is there any youth that belongs to you? (i)

What is clear to everyone is that the mainland network began to rise in the early 21st century.

After Tencent, founded in 1998, linked "people" and "people" on the Internet, and the number of netizens in the mainland began to grow significantly.

With the Internet, online games also came into being.

Take stock of the history of China's online game development! Is there any youth that belongs to you? (i)

In this issue, we will talk about the history of the development of online games in China. Because in the early days of the birth of online games, the post-00s have just been born, so this development history of the post-00s is probably not known to few, and even the post-90s have many that they do not understand -

2000 - the year known as the first year of China's online games.

In July 2000, China LotSynergy released the first multiplayer online role-playing game in mainland China, King of Kings.

Take stock of the history of China's online game development! Is there any youth that belongs to you? (i)

This is the first truly Chinese online graphics Mud game, and it is also the first 3D online game independently developed in China. With the game quality of its own games and special historical conditions, "King of Kings" has become the undisputed king of China's first generation of online games.

A new chapter in China's online games begins!

In September of the same year, "Three Kingdoms of the Internet" was launched by Zhiguan as an online game on the mainland. The game is set against the backdrop of the Three Kingdoms story, which is of great interest to players, and the game culture is in line with the player community, while at the same time it is easy to operate and easy to use, which is very popular.

Take stock of the history of China's online game development! Is there any youth that belongs to you? (i)

2001 – Legend of online gaming.

In January 2001, the Japanese online game "Stone Age" was launched.

Take stock of the history of China's online game development! Is there any youth that belongs to you? (i)

The game screen style is cute and delicate, inheriting the unique mission system of Japanese online games, easy turn-based combat, creating a rebirth system, and pet collection and cultivation, which is quite popular with girls and attracts a large number of female players to enter.

The famous theory that one female player can drive four male players came from the Stone Age.

After the game was launched at that time, it was almost exclusive in the market, and its status was supreme!

In March, July and September 2001, three online games were launched: "Millennium", "Dragon Clan" and "Red Moon".

Take stock of the history of China's online game development! Is there any youth that belongs to you? (i)

These three online games are exactly the same game mode of "Practice + Free pk", and they are all from South Korea.

Although these games have not achieved much success, their most important thing is to cultivate the market for the follow-up product "Blood Legend"!

The growth of Korean online games in China is inseparable from their exploration.

In July 2001, a "Jin Yongqun Hero Online" was also launched.

Take stock of the history of China's online game development! Is there any youth that belongs to you? (i)

This game was launched by Dragon Online and the unique exploratory gameplay is impressive.

Moreover, this is the first game to successfully grab a large market share from the tide of Korean online games. With a turn-based game mode combined with Chinese martial arts elements, successfully break into the player base!

During this period, the boom in online games from Japan, South Korea and Taiwan Province brought about the budding of domestic online games.

The majority of players know that the original game can still be played like this!

At the same time, the domestic R&D team led by NetEase has also begun the progress of research and development.

At the end of 2001, after a year of big works appeared, a modest Korean online game made by a small company that was not well known was quietly launched Chinese mainland. No one could have imagined that this game, in the coming months, would write an immortal legend in the history of online games.

That's right, this is shanda network agency - "Legend"

Take stock of the history of China's online game development! Is there any youth that belongs to you? (i)

In September 2001, "Legends" was released.

The classic combination of the Martial Arts, from the viper valley free pk to guild battles, from the corpse king hall clearance to the siege of Shabak, from wearing people free of wax to knife knife fire, from a knife 999 to slag slag hui... Legend, living up to this name, it is the legend of China's online games.

Perhaps many post-00s will feel a little funny when they see those slightly exaggerated advertisements now, but in the hearts of the original batch of players, it is really an indescribable feeling!

This game can be said to be the game with the deepest impact on China's online game industry, and there is no one.

Legend became the biggest winner in the online game market.

Take stock of the history of China's online game development! Is there any youth that belongs to you? (i)

In July 2002, the number of people online at the same time exceeded 500,000, becoming the world's largest online game.

On January 24, 2003, Shanda Network owed the Korean party a royalty fee, and the first online game operation dispute between China and South Korea began.

On July 28, 2003, Shanda's "Legendary World" began to test, and the number of online users peaked at 300,000 during the test.

On October 9, 2003, the South Korean side formally filed a lawsuit against Shanda Legendary World for infringement, and the Beijing No. 1 Intermediate People's Court formally accepted the case, and the case ended with an outside settlement. (The term "private server" originated at this stage)

At this time, although online games have only just started, they are already quite prosperous.

In that era of lack of game resources, the emergence of these games met the game needs of almost all young people!

Especially a "legend", at that time to go to the Internet café to take a look, nine out of ten are cutting monsters...

I wonder if you have any deep impressions or precious memories of these games?

This issue will talk about this, you can express your opinion in the comment area!

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