Massively Multiplayer Online Games (MMOs) are virtual persistent worlds that allow many players to simultaneous play and be part of the same game world. All Multiplayer Online (MOs) have the leveling treadmill type of gameplay common to nearly all roleplaying games. However, there are a few core features that are exclusive to persistent worlds such as Player Housing, Crafting with Player Trading of created items (merchants), and of course Player Interaction including combat (PvP). Implementing all the core features with success can lead an MO to the closest to theholy grail of a virtual persistent world where player interaction is meaningful, impactful, and gives the player a sense of real ownership that imparts a sense of being virtually home. MOs are relatively recent phenomena, made possible through steady advancements in computer hardware, software and networks. The term “MOs” didn’t enter the lexicon until 1997, when Richard Garriott used it to describe the launch of one of the most successful online multiplayer games to date, Ultima Online. The earliest online multiplayer games were called Multi-User Dungeons, or MUDs: Text-based or simple graphic adventures that began cropping up in the late 1970s. Most games lacked graphics and thus depended heavily on textual descriptions and players’ imaginations to illustrate characters and environments; players typed in a pre-defined range of actions — like “n” to move north, or “attack” to fight — as they traveled through virtual rooms and completed tasks.By the end of 1990, sales of personal computers were growing. Some 54 million computers had been installed in American households, according to Collier’s. By comparison, there were just 2 million personal computers in use nine years before. Bandwidth was also becoming less expensive: In the early 1990s, CompuServe dropped its hourly play rate from $12 per hour to $1.95 per hour. By 1995, 3 million people were paying the company for Internet access, making it one of the largest Internet service providers in the U.S. Therefore, the late ‘90s saw the rise of the first commercial bestsellers: Ultima Online (UO) which was born out of what was already a very successful computer game franchise from Origin Systems in 1997; Everquest, released by Sony in 1999; and Asheron’s Call, deployed by Microsoft in late 1999.However, the most successful of the games launched to date is World of Warcraft (WoW), which has released four software expansions and has more than 10 million players paying between $12.99 and $14.99 per month foraccess. (By comparison, Everquest, the most popular MO between 2000 and 2004, had around 500,000 subscribers at its peak.) Unlike most other MOs at the time, which were only available on Windows, WoW released editions for Mac OS X and Microsoft Windows to start. What has made WoW so successful, in my view, is its superior user experience. BeforeWoW, MO players expected to encounter bugs and crashes frequently, and “zoning” (a practice instituted to ease server lag by dividing up geographical regions into separate zones for interaction) often interrupted gameplay. WoW was remarkable for releasing a nearly flawless game from the start in contrast to Everquest II, which was released the same month in 2004. It is also much easier to play than Everquest or UO, making it more accessible to casual and younger gamers.It is quite difficult to write the history of MOs in brief. The list is not going to end if I want to talk about all the MOs. However, all the MOs could not grab the market and even id they did, some of them could survive for a very short period. Therefore, it can be concluded that the success of MOs does not only depend on the flashy UI but also on how effectively and how long it can engage the players into the game and give them a feeling of real life adventure.143play has released its popular 29 Card Game which is available in Facebook and web version. Now the company is releasing MMO version of it where players across the world can connect through their devices, such as one player from Web can play with another player who is playing in Android platform. The game is available at www.29cardgame.net
The game at a glance [source: www.pagat.com]
This is one of a group of South Asian trick-taking games in which the Jack and the Nine are the highest cards in every suit. It is almost certain that they are descended from the European family of Jass games, which originated in the Netherlands. Probably they were brought to the Indian subcontinent by Dutch traders.The game is popular across much of the northern part of India, including Bombay and West Bengal, and also in Bangladesh.
Players and Cards
29 is usually played by four players in fixed partnerships, partners facing each other. 32 cards from a standard 52-card pack are used for play. There are eight cards in each of the usual “French” suits: hearts, diamonds, clubs and spades. The cards in every suit rank from high to low: J-9-A-10-K-Q-8-7. The aim of the game is to win tricks containing valuable cards. The values of the cards are:
Jacks 3 points each
Nines 2 points each
Aces 1 point each
Tens 1 point each
Other cards (K, Q, 8, 7) no points
This gives a total of 28 points for cards. In some versions of the game, the last trick is worth an extra card point, for a total of 29: this total explains the name of the game. Most players nowadays do not count the point for the last
trick, but the name of the game is still 29, even when playing this version with only 28 points. Traditionally, the Twos, Threes Fours and Fives discarded from the full 52-card pack are used as trump indicators: each player takes a set of these cards, one of each suit. The Sixes are used to keep score: each partnership uses one red and one black Six for this purpose.
Deal and Bidding
Deal and play are clockwise; the cards are shuffled by the dealer and cut by the player to dealer’s right. Four cards are then dealt to each player, one at a time.Based on these four cards, players bid for the right to choose trumps.Each bid is a number, and the highest bidder undertakes that his or her side will win in tricks at least the number of points bid.
The player to the dealer’s left leads to the first trick; players must follow suit if possible, and the winner of each trick leads to the next. Initially the trump suit is unknown to the players other than the bidder. The first player who is unable to follow suit must ask the bidder to declare the trump suit; the bidder then shows the trump indicator card to everyone. If the bidder is the first player unable to follow suit, hemust declare what suit is trumps at that point. A player unable to follow suit may play any card; there is no obligation to play a trump, even for the player who required trumps to be declared.Starting from the trick during which the trump suit is declared, each trick is won by the highest trump in it, or by the highest card of the suit led if it contains no trumps.At any time after the trump has been declared, a player who holds both the King and Queen of trumps in hand can declare them immediately after he or his partner has won a trick.