Virtual Worlds - Past, Present and Future Flashcards

1
Q

Definition of a Virtual World

A

It must have underlying, automated rules that enable
players to effect changes to it – its physics.
Players represent single individuals “in” the world
through which they act – their character
Interaction takes place in real time.
The world is shared.
The world is persistent.
The world is not Reality.

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2
Q

When do Virtual Worlds formally begin and who started them?

A

October 1978.
Roy Trubshaw and Richard Bartle.
Version 3 is the version that catches on, which is known as MUD1.

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3
Q

Which game introduced the concept of levels? And when?

A

Dungeons and Dragons.

1976/1977

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4
Q

State one of the earliest “Choose your own adventure games” and what was different about it.

A

The Solo Dungeon.

It was open-ended.

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5
Q

State a few differences in development of Virtual Worlds back in 1978.

A
Teletypes and punched. cards were used for I/O.
No internet.
No "fantasy" genre.
Very few computer games.
Computers were less powerful.
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6
Q

When was the “First Age” of Virtual Worlds?

A

From 1978 to 1985.

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7
Q

In which occasions were Virtual Worlds reinvented?

A

5 Times:

  • Sceptre of Goth (originally EMPIRE)
  • Avatar
  • Island of Kesmai
  • Habitat
  • Monster
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8
Q

When Virtual Worlds was reinvented, who has done this and when?

A

Sceptre of Goth -> Alan Klietz 1978

Avatar -> Bruce Maggs, Andrew Shapira and David Sides 1979

Island of Kesmai -> Kelton Flinn and John Taylor 1981

Habitat -> Randy Farmer and Chip Morningstar 1985

Monster -> Rich Skrenta 1989

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9
Q

Which game has not have any ascendants?

A

Avatar

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10
Q

Which game was the first to display graphics?

A

Island of Kesmai (with ASCII)

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11
Q

When was the second age of Virtual Worlds?

A

1985 to 1989.

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12
Q

What other independent Virtual Worlds were written by players of MUD?

A

MUD1, Shades, Gods, Mirrorworld and Federation II

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13
Q

What is the Great Schism? How did this happen?

A

The separation of game-oriented games and social-oriented games.

1989, Jim Aspnes creates TINYMUD - drops all game elements and concentrates on building.
Eventually three social world branches come to existance: Mucks, Mushes and Moos.

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14
Q

Which social game was the most famous?

A

LambdaMoo (Second Life of its day).

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15
Q

When was the third age of Virtual Worlds? What started it?

A

1989-1995

The schism started it.

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16
Q

When was the fourth age of Virtual Worlds?

A

1995-1997

17
Q

When was the fifth age of Virtual Worlds? Which game started it?

A

1997

Ultima Online

18
Q

Which games were part of the Big 5 games in the West during the fifth age?

A

Ultima Online, Everquest, Asheron’s Call, Anarchy Online and Dark Age of Camelot

19
Q

Which MMORPG has dominated since 2004?

A

World of Warcraft

20
Q

When did the sixth age of Virtual Worlds started?

A

2012 (to current)