DocumentCode
1539244
Title
Online games: crafting persistent-state worlds
Author
Day, Grantley
Volume
34
Issue
10
fYear
2001
fDate
10/1/2001 12:00:00 AM
Firstpage
111
Lastpage
112
Abstract
Ultima Online created a new type of computer game, one that models a persistent-state world. Unlike traditional games, Ultima Online´s game world, or state, persists indefinitely. Once developers make a persistent-state world live, they never turn it off. People from across the globe connect to these games and play out their favorite fantasies, assured that their monthly subscription fees will pay to keep their characters´ current state up to date from the moment they disconnect until the next time they log on. Still in its infancy, the persistent world genre has so far spawned only a handful of titles and has much room to grow. With the prices of bandwidth and computer hardware falling continually, the lure of delving into a virtual world becomes stronger and the need for more persistent-state worlds becomes increasingly apparent. However, except for EverQuest, no online title has yet become a solid success. Regardless, gamers stand to benefit most as their world grows exponentially with the addition of each virtual universe
Keywords
computer games; entertainment; online operation; persistent objects; virtual reality; EverQuest; Ultima Online; computer game titles; constantly evolving games; entertainment; online computer games; persistent-state worlds; prices; virtual worlds; Artificial intelligence; Cities and towns; Costs; Toy industry;
fLanguage
English
Journal_Title
Computer
Publisher
ieee
ISSN
0018-9162
Type
jour
DOI
10.1109/2.955104
Filename
955104
Link To Document