Weird links
The Vatican Astronomer is in the Timeline. Huh.
PS, still looking for updates to the timeline! I’ve gotten almost none!
The Vatican Astronomer is in the Timeline. Huh.
PS, still looking for updates to the timeline! I’ve gotten almost none!
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Suggestions:
How about the lawsuit (2005) between Marvel Comics and City of Heroes over specific costume designs (Wolverine’s claws, Hulk “clones”)?
In 2006, the demise of Wolfpack Studios, and Shadowbane’s potentially imminent closure?
Part of the difficulty might be that the significance of various events is highly subjective. Is the “Leeroy Jenkins” viral video episode of the past year significant, or the TV advertising campaign for SW:G? Both of them potentially represent different ways that virtual worlds have gained wider recognition within (vastly different) segments of the populace, and thru different mediums…
Do launches of “engine” projects like the Multiverse project (www.multiverse.net) and others (kaneva.com) belong on the list?
How about the rise of TerraNova and other blogs (and their predecessors, independent message boards like lumthemad.net, fanboards like IGE, efforts like EQAtlas and Allakhazam.net, or even earlier iterations of like the mud-dev listserv) as communities derived primarily as a result of the existence of virtual worlds?
Anyway, I guess those represent some ideas of potentially significant events. Let the editors commence with the snipping…
1991
Neverwinter Nights was the first Massively Multiplayer Online Role Playing Game (MMORPG) to display graphics, and ran from 1991 to 1997 on AOL. The genre had previously been pioneered by the all-text GemStone series created by Kelton Flinn at Kesmai. NWN is the predecessor to BioWare’s 2002 game, Neverwinter Nights.
Don Daglow and the Stormfront game design team began working with AOL on original online games in 1987, in both text-based and graphical formats. At the time AOL was a Commodore 64 only online service with just a few thousand subscribers, and was called Quantum Computer Services. Online graphics in the late 1980s were severely restricted by the need to support modem data transfer rates as slow as 300 bits per second (bit/s).