Online games started long ago

Online games started long ago

Online Games Started Long Ago

When did the Internet game scene first start? Surprisingly, it did not begin in the early 1990s when mainstream America started to get Internet connectivity in their homes at an agonizingly slow dial-up speed. In fact, Internet games trace their roots back almost forty years to the late 1960s, according to many gaming enthusiasts. Not unlike many groundbreaking creations, the gaming landscape initially took off in educational institutions across America.

Pioneering Institutions

Some of the first colleges to introduce games to the world were MIT (Massachusetts Institute of Technology) and the University of Illinois. These institutions became fertile grounds for game development, fostering an environment where innovation could thrive.

A system known as Plato emerged during this time, which ran various games that were developed specifically for its capabilities. These games quickly gained popularity among students, consuming vast amounts of computer resources, much to the chagrin of campus administration, and igniting a wild gaming craze. Notable games such as Avatar and early flight simulators were introduced to the world on the Plato system, paving the way for what we know today as online gaming.

International Influence

Across the pond, great advancements in gaming were also taking place at Essex University in England throughout the 1970s and into the 1980s. The most significant gaming phenomenon that emerged from Essex was a Multi-User Dungeon (MUD). This text-based adventure game captured the hearts of players, and its popularity began to spread globally as users gained access to the source code and shared the application with fellow gamers. The impact of MUDs cannot be overstated, as they laid the groundwork for the future of online gaming.

The Rise of Corporations

In the early 1980s, corporations began to recognize the potential for captivating teenagers with their products. A company named Kesmai developed games for Compuserve, introducing titles like Islands of Kesmai and Megawars 1. Players had to pay by the hour to access these early games, and Compuserve thrived, charging rates exceeding ten dollars an hour for gameplay. This marked the beginning of a monetized online gaming experience.

As the 1980s progressed, the gaming industry began to flourish. Companies such as General Electric and Quantum Computer started offering monthly subscription fees for access to their gaming platforms. Kesmai continued to elevate the gaming scene by introducing the community to games like Air Warrior, Stellar Warrior, and Stellar Emperor. Meanwhile, Quantum launched Rabbit Jack’s Casino, further diversifying the gaming offerings.

The Late Eighties: A Turning Point

The late 1980s marked a pivotal moment in online gaming with the introduction of AppleLink by Quantum, designed for Apple II computer users. This innovation attracted a wider audience, leading to increased interest and participation in online gaming. However, with this growing phenomenon, parents everywhere began to voice their concerns, urging their children to step away from the screen. Ironically, many who pursued careers in the gaming industry ended up earning more than their parents, highlighting the significant economic opportunities within this burgeoning field.

The Legacy of Early Online Gaming

The evolution of online gaming from its humble beginnings in educational institutions to a multi-billion dollar industry is a fascinating journey. It reflects the creativity and innovation of the developers who recognized the potential of connecting players across vast distances. Today, online gaming continues to thrive, offering diverse experiences that cater to players of all ages.

As we look back at the early days of online gaming, it’s important to appreciate the groundwork laid by these pioneers. The games they created not only entertained but also fostered community and competition among players. The legacy of online gaming is a testament to the power of technology and human connection, and it continues to shape the way we interact and engage with digital entertainment.