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Designer(s) | Don Daglow |
---|---|
Release date(s) | |
Genre(s) | RPG |
Players | MMOG |
Neverwinter Nights was the first MMORPG to display graphics, and ran from 1991 to 1997 on AOL (then called Quantum Computer Services). The genre had previously been pioneered by the all-text Islands of Kesmai series created by Kelton Flinn at Kesmai.
In addition to being the first graphics-based MMORPG, the game also marked the first appearance of online Clans and Player versus player combat in multiplayer RPGs.
Neverwinter Nights was followed by a series of progressively more successful graphical MMORPGs, including Shadow of Yserbius (1992–1996), Ultima Online (1997–present) and EverQuest (1999–present). By 2000 the category was well-established and multiple titles began to appear in North America and in Asia.
NWN is the predecessor to BioWare's 2002 game Neverwinter Nights.
Neverwinter Nights was a co-development of AOL, Stormfront Studios, SSI, and TSR (which was acquired by Wizards of the Coast in 1997).
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, known as Quantum Computer Services, with just a few thousand subscribers, and was called Quantum Link. 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).
In 1989 the Stormfront team started working with SSI on Dungeons & Dragons games using the Gold Box engine that had debuted with Pool of Radiance in 1988. Within months they realized that it was technically feasible to combine the Dungeons & Dragons Gold Box engine with the community-focused gameplay of online titles to create an online RPG with graphics. Although the multiplayer graphical flight combat game Air Warrior (also from Kesmai) had been online since 1987 [1], all prior online RPGs had been based on text.
In a series of meetings in San Francisco and Las Vegas with AOL's Steve Case and Kathi McHugh, TSR's Jim Ward and SSI's Chuck Kroegel, Daglow and programmer Cathryn Mataga convinced the other three partners that the project was indeed possible. Case approved funding for NWN and work began, with the game going live 18 months later in March of 1991.
Daglow chose Neverwinter as the game's location because of its magical features (a river of warm water that flowed from a snowy forest into a northern sea), and its location near a wide variety of terrain types. The area also was close enough to the settings of the other Gold Box games to allow subplots to intertwine between the online and the disk-based titles.
The game originally cost USD$6.00 per hour to play. Some users bragged about monthly game bills of $500 or more. As the years progressed, Internet connection costs dropped, AOL and NWN membership grew, the servers became faster and the hourly player charge declined. As a result of these upgrades, the capacity of each server grew from 50 players in 1991 to 500 players by 1995.[2] Ultimately the game became a free part of the AOL subscriber service.
Near the end of its run in 1997 the game had 115,000 players and typically hosted 2,000 adventurers during prime evening hours, a 4000% increase over 1991.[3]
The original Neverwinter Nights was expanded once, in 1992 [4]. At about this time AOL’s subscriber growth started to expand exponentially, as the adoption of e-mail by everyday Americans drove new sign-ups. AOL diverted all its efforts into keeping up with the exploding demand for modem connections and online capacity. All game development at AOL other than NWN was suspended, and the game's player capacity was enhanced through server-side improvements but not through the addition of new playable areas. Nevertheless, the original game remained one of AOL's most active areas until a disagreement arose between AOL and TSR over future rights to the game. Thousands of dedicated NWN players rose in protest, some in national media, but to no avail. [5] The gates of Neverwinter were closed in July 1997. [6]
Much of the game's popularity was based on the presence of active and creative player guilds, who staged many special gaming events online for their members. It is this committed fan base that BioWare sought when they licensed the rights to Neverwinter Nights from AOL and TSR as the basis for the modern game. [7]
NWN gained incidental media attention from AOL tech and marketing staff by appearing in the Don't Copy That Floppy campaign by the Software Publishers Association.
Player vs Player combat was very popular but not necessary. Singles and Doubles Ladders contained over one hundred competitors. Many guilds participated in the Great Wars which pitted three quad teams from a guild vs another guild. A quad team would play each quad team from the other guild and the winning guild was the best of 9. The guilds progressed through an NCAA-like tournament to reach the final champion. One of the major drivers for PvP's popularity was the amazingly balanced combat system that provided a chess like turn based combat system which incorporated NPC (non player character) manipulation and a limited number of power spells . There were innumerable strategies based on trying to maximize the effectiveness of when to use the power spells (such as a Globe - protection from spells under level 3, mirror image - which could not be cast if you were globed but when cast created between 1 and 4 duplicate copies of yourself which could shield against any non-area effect spell, or cause critical wounds which would knock between 5-30% of the hitpoints from the enemy if you didn't hit a duplicate copy of the enemy). The iterations of these and many other spells made NWN PvP arguably the most skill-based strategic PvP engine ever created in the online world to this day.
There is one known version of that game for MS-DOS:
OS | Version | Language |
---|---|---|
MS-DOS | V2.20 | Turbo Pascal 6.0 (exepacked) |
Some fans re-created the Neverwinter Nights Online experience using Forgotten Realms: Unlimited Adventures:
Almost a decade after the game's run ended at AOL, online sites allow players to experience the original NWN:
To ensure an effective way of formal communication, most of the people still prefer emailing. This gives them an opportunity to ensure that the flow of communication takes place without any hurdle. For this purpose, most of the users prefer using AOL emailing platform because without having an email account, this flow of communication is not possible. AOL is loved by people a lot because it allows you to enjoy free emailing services on the go.
Hence, in this article, we shall learn the basic steps to create an AOL account which will be followed by the AOL mail loginprocess. But before that, we shall learn about some advantages of having an AOL account.
You are entitled to get the following advantages when you use AOL email services.
(Note: you can use the same login details for AOL games login and AOL desktop gold)
The emailing service is absolutely free on this platform.
You don’t need to create another account for using the AOL app on your mobile.
The platform allows you to have different usernames. You might need to have these usernames in case you wish to use the same account for client emails, supplier's email, and so on.
When it comes to storage, AOL offers you unlimited storage space for incoming as well as outgoing emails.
There is also a spam blocking feature that blocks suspicious emails before it reaches your inbox.
For managing your contacts, you can use the online address book feature.
To create an AOL account, you need to follow these instructions carefully.
To initiate the process, go to the www.mail.AOL.com website.
After this, click on the register/sign-up link.
On the resulting page, you will see a sign-up form.
Here, you need to enter your fits name and last name.
Next, enter the phone number in the given field.
In the next space, enter your date of birth.
Next up, choose the desired email address/username.
Complete the account verification process and you are done.
Now, you are all set to send and receive emails.
To log in to your account, you need to follow the steps given below:
To begin the process, visit https://login.AOL.com/
After this, go to the account login page.
Here, enter the account username/ email address.
Then, provide the password of your account.
Click on the ‘Sign in’ button.
This is how you do AOL sign in. But sometimes, you may forget the account login credentials. In this situation, you may recover the account without having to do much.
In case you have forgotten your password, then follow the instructions given below:
Initially, you need to go to the AOL mail login site i.e. www.mail.AOL.com/webmail
Here, you need to provide the email address of your account.
After this, click on the “Forgot Password” option.
Here, you can easily create a new password.
Now, complete the identity verification process.
Ensure that you have the access to account recovery option.
Complete some more prompts to recover your account.
The residents of the USA or UK can use these login credentials for the AOL gold login. To learn more about what you can do with your account, you may navigate to the official website of AOL.
Using the search bar of your device, navigate to the AOL mail login webpage. Here, click on the ‘Login’ link to visit the AOL login page. After this, you need to enter the username of your account and click on the ‘Next’ button. In the end, you just need to provide the password of your account and then finally log in.
To find the AOL sign-in page, you need to navigate to www.mail.AOL.com. Here, you need to look carefully at the extreme left side of the page. In this corner, the sign-in/Join option will be visible. This option is just below the search option. Click on this option to land to the AOL sign-in page.
To fix an AOL email problem, you may try using the basic mail version of AOL or reset your web browser’s settings. If that doesn’t work, use the pop-up blocking software or clear your browser’s cache. Disabling the firewall temporarily may also help in this situation.
In case you wish to have different AOL email accounts, then AOL allows you to have up to seven usernames per master account. Those users who are using a free version of AOL email can have as many email accounts as they want.
To update the account information of your AOL account, you need to sign in to your account and then go to the ‘Settings and Information’ page. Here, click on the ‘Edit’ option and enter the information you wish to update. Once you are done, click on the ‘Save’ option.
From your web browser, go to the AOL.com page and click on the ‘mail’ icon. After this, go to the sign-in page and enter your account login details. After signing in successfully, you can check the ‘Inbox’ of your account to get your hands on the new emails.
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This page provides common settings usable in K-9 for the major e-mail providers:
AOL Mail supports both IMAP and POP. K-9 can use either (IMAP is recommended)
For a secure connection, check the SSL option for IMAP/POP and TLS for SMTP in your mail program.
Gmail supports IMAP. Note that Google also prefers a more secure authentication protocol called XOAuth 2.0 which is currently not supported by K-9.
To configure access to Gmail in K-9, just follow the steps below:
Hotmail supports IMAP, POP3 and Exchange ActiveSync. Unfortunately, we do not yet support Exchange Active Sync in K-9.
To use POP3 first enable it in your e-mail settings:
- Sign in to your Outlook.com account.
- Click the Options icon Options icon, and then click More mail settings or Options.
- Under Managing your account, click Connect devices and apps with POP.
- Under POP, select Enable.
- Click Save.
Web.DE supports both IMAP and POP3.
Steht für die englische Abkürzung “Post Office Protocol Version 3”. Per POP3 werden E-Mails von einem Server in ein E-Mail-Programm übertragen und gleichzeitig vom jeweiligen Server gelöscht.
(Steht in einem Programm “SSL” nicht zur Verfügung, genügt es, die Option “Verschlüsselung” zu aktivieren.)
(Steht in einem Programm “STARTTLS” nicht zur Verfügung, nutzen Sie bitte das Protokoll “TLS”. Existiert auch hierfür keine Option, genügt es, die Option “Verschlüsselung” zu aktivieren.)
Yahoo supports IMAP only for fetching e-mail:
AOL.COM
How Steve Case Beat Bill Gates, Nailed the Netheads, and Made Millions in the War for the Web
Read the Review
the canary in the coal mine
The truth is: nobody knows.
And, because most often they do not know that they do not know, no one will ever tell you that truth.
Some people don't know because they are too hopeful and sometimes because they are very greedy. Some are profoundly stupid or are a little too smart.
But in the spanking new world of the Internet, nobody knows because everyone and everything has just been born.
Which is why Steve Case found himself on May 8, 1997 cruising on the calm waters of Lake Washington in Seattle on a boat carrying him and more than 100 other chief executives toward the 20,000-square-foot, $40 million home of Bill Gates.
Case was definitely not supposed to be there--if you had paid heed over the years to a variety of learned Wall Street pundits, savvy journalists, pontificating technology consultants, and waspish naysayers in Silicon Valley. And the computer online service, America Online Inc., which he had built into the world's largest, was just one tiny step away from falling right over the precipice.
The dirge had been endless: AOL was nothing. AOL was history. AOL was dead.
Yet there Case stood--perhaps the liveliest corporate corpse one might ever meet--chatting with American Airlines head Robert Crandall, kibitzing with a cadre of Microsoft's top executives, and joking with Vice President Al Gore.
In the near distance, in Bellevue, Case could just make out the outlines of Gates's glass-and-wood palace, still being built on the lakeshore, where an elaborate dinner awaited them. Getting to see the famed technological Xanadu that Gates was constructing for himself was the highlight of a flashy, two-day CEO "technology summit" Microsoft had organized. There had been speeches all day. Now a dinner of spring salmon, fiddlehead fern bisque, and tortes with Rainier huckleberries awaited them.
As the boat wended its way from its launching point on Lake Union, surrounded by a flotilla of security boats to protect this small ship carrying very powerful people, to the place Case jokingly was calling "Bill's San Simeon" (after William Randolph Hearst's egotistical monument to himself), the man from AOL thought it was all just a little too bizarre.
He was happy to have been invited, of course, but felt decidedly out of place. He had quipped to Microsoft finance chief Greg Maffei and other executives from the company that he felt like a spy deep in enemy territory. He ribbed them, asking playfully if he should be taking notes on any stray Microsoft secrets he could glean, and sending them off in a bottle over the side of the ship. But inside his head, he wondered seriously: Should he even be here at all, still standing? Had it only been four years ago that Case had been told by Gates that it was probably the end for AOL?
Gates--whose leadership of Microsoft and ensuing vast wealth had made him into an American business icon on the level of John D. Rockefeller--had been spectacularly wrong.
After the talks between them in 1993 had led nowhere, Gates had created his own online service as he had promised. But, in two years of trying and after hundreds of millions of dollars were spent, Gates's Microsoft Network had not bested AOL. With AOL now four times as large, it had not even come close.
No one had--yet.
This much was true: in the last decade of the twentieth century, an entirely new medium--online communications via the personal computer--had been born. It was being hailed as the next great technological innovation, in the same league as the telephone, the radio, and television.
Few times in American business history has an entire industry been created from almost nothing and captured the attention and imagination of millions of consumers, setting off a titanic clash for money, power, and dominance among some of America's greatest businesses. But such has been the case with the Internet and the online services industry since its mainstream emergence at the start of the 1990s. And of the many companies vying to create empires in cyberspace, there was now none better known than AOL.
In much the same way that Coca-Cola had become the name most people associated with sugared soda, the brand of this emerging new medium had turned out to be AOL. Since its founding only ten years before, the company had grown from a dinky computer games service aimed at teenage boys into a huge business with more than $1 billion in revenue. It had become, in the process, the way most Americans reached the Internet. With nearly ten millions subscribers worldwide, its "circulation" was much larger than that of any of the major newspapers in the United States.
Yet it was also a company in constant danger. Innumerable challenges had given AOL a heart-rending roller coaster ride all along the way, and many observers had long predicted AOL's imminent demise. In 1993, they claimed that AOL was too small to compete with CompuServe and Prodigy (online services backed by big bucks from major U.S. corporations). AOL was too glitchy and simplistic to catch on with consumers, they opined in 1994. AOL was vulnerable to a withering frontal attack from Microsoft, they declared in 1995. AOL was going to really get knocked flat by the growing popularity of the Internet's World Wide Web, they announced in 1996. And finally, in 1997, they could say with absolute assurance, AOL was going to be its own executioner, shooting itself dead with a dizzying series of corporate missteps.
And there were so many other AOL killers: the telephone companies, with their advantage in all things wired; the media conglomerates, with their abundant content; the scrappier Internet service providers, with their low prices.
Beginning in the spring of 1996, the punches came hard: a precipitous stock drop that had cut AOL's market value by two-thirds; the increase of an online trend called "churn" that signaled dangerously restless customers; the embarrassing departure, after only four months, of a top executive brought in to discipline AOL's freewheeling culture; another drastic restructuring of the corporate body and business plan; a restating of financial results that wiped out all the profits AOL had ever claimed it made; a shift in pricing that caused subscriptions to surge, but resulted in seriously blocked access for users; and one lawsuit after another over pricing, access, and stock value.
Case, who had come to personify the company, had been called sleazy, a soap salesman, a liar, a fool.
But he was still there. Case, in fact, had turned out to be the Rasputin of the Internet, with no one able to deliver the long-expected deathblow. All the nicknames AOL had acquired over the years had the exact same theme: the cockroach of cyberspace, the digital Dracula, the Lazarus of the online world.
"Someday, the history of cyberspace will be written as a chronicle of the predictions of AOL's demise," Wired Magazine had written once. "From claims that America Online would fail because it wasn't 'open' to charges that it was inherently unreliable, the service has been a canary in the coal mine of cyberspace."
By the spring of 1997, AOL's stock was up again to double its price during the summer and fall doldrums. Member numbers were moving slowly toward the golden 10 million mark, and the company had reported a small profit--a development that had taken off some of the pressure from Wall Street.
But, as always, new rumblings were beginning to surface. With a new flat-rate pricing offering, AOL would not be able to attract advertisers who would yield the sustained profits needed to pay for its burgeoning costs. AOL would not be able to grow as fast as it needed to, because new consumers were becoming harder to find. AOL's proprietary design language would hinder its ability to attract much needed popular content that was flocking to the Web. And even this: AOL's new service head, MTV founder Bob Pittman, whom Case had recruited, was going to stage a corporate coup and displace Case at the top.
AOL was nothing. AOL was history. AOL was dead.
At the CEO conference that day, Bill Gates had talked of the importance of ensuring the excellence of a corporation's "digital nervous system."
"The meetings, the paperwork, the way information workers are organized, the way information is stored--it's my thesis that, with the incredible advances in technology, it's now possible to have a dramatically more responsive nervous system," Gates had opined.
If that was true, if you listened to all the noise, AOL's nervous system was suffering from an acute case of hypertension. But you couldn't tell that from Steve Case, a man whom his employees had taken to calling "The Wall" because of his ability to exude an otherworldly calm and have virtually no reaction to a wide variety of pressures. He was, in fact, a deeply shy man, not given to small talk and schmoozing--unusual traits, given that he was squarely at the forefront of the newest communications revolution. But his nonchalant style had given Case a reputation of aloofness and of haughty arrogance in the online world.
But in Case's own head, another mantra had been playing for more than a decade, masking out all the cacophony of complaints.
Over and over again; it said: AOL would be everywhere.
Someday, somehow, Case dreamed, his service would be in America's dens, living rooms, kitchens, offices, and malls. And the elitists who ran most Internet companies--the doubters of this singular vision, the ones who told him he was going down so many times--they always had been wrong and they would be wrong once again.
How did Case know all this?
He didn't.
Nobody did.
But as he floated along on that sunny Pacific Northwest evening, the imperturbable Steve Case knew one thing for certain.
The ride had just begun.
CHAPTER TWO
they came from nowhere
death and birth
Bill Von Meister's mourners had no idea what Steve Case was talking about.
Case had come to Great Falls, Virginia, on May 20, 1995, to pay his respects at an informal memorial service for Von Meister, who had died just six months after being diagnosed with a swift and vicious melanoma that had finally managed to bridle his unruly spirit.
Von Meister's friends and family had invited anyone with a memory of him to speak. There were many memories to choose from because, in his half-century of hard living, Bill Von Meister had cut a capacious and kaleidoscopic swath through the world.
Some talked of Von Meister's fondness for fast cars, fine wines, pretty women, and good times.
Some recalled how his jovial personality never seemed to wane even as the cancer sucked the life out of his beefy frame.
Some recalled his fervent zeal for starting new businesses, and the way his mind percolated with ideas for new technology and communications companies.
And others could not help but refer to the darker side of Von Meister--the relentless drinking problem that had forced him into a rehab program years earlier and had never really been cured; the nagging restlessness of his life as he jumped from one project to the next; his inability to follow through in both his business and personal life.
"He was the most human of human beings I ever knew," said Stu Segal, one of his business associates. "His flaws were never disguised--it was all there in full glory for everyone to see."
The small crowd in the backyard of Von Meister's elaborate home nodded in agreement. That was the Bill they remembered and would probably never forget.
Then Steve Case began to speak, stating something that few gathered there seemed to know. Without Bill Von Meister, there would have been no America Online.
America Online? The very idea seemed bizarre to Von Meister's family, who thought that most of Bill's many business forays had ended in utter failure. Wasn't AOL now the world's biggest consumer online service, worth billions of dollars?
But Bill Von Meister had died broke, with huge debts, including hefty medical bills and burgeoning mortgage demands, and very little to show for his itinerant journey from one hopeful start-up venture to the next.
Indeed, his obituary that very day in The Washington Post, the local newspaper, had placed his notice fourth--buried on page four of the Metro section--behind death notices for a prominent doctor, a gallery owner, and a church leader.
"William F. Von Meister, 53, a local communications entrepreneur, who had been founder and chief executive officer of a number of high-tech and consulting firms, died of cancer on May 18th at his home in Great Falls," it read in part.
But not anywhere was there a mention of AOL.
And so, Bill Von Meister was passing unnoticed into obscurity, except for the words of those gathered in a large circle in the garden on this sunny Saturday afternoon.
The idea of it made Marc Seriff sad. He had also come to the service because, like Case, Seriff's life was inexorably changed because of Von Meister. He had brought them both to a company called Control Video Corporation (CVC) in the early 1980s. And CVC was the initial spark--after many iterations, a series of neardeaths, and more close calls than Seriff could count--from which AOL was ignited.
But Seriff--who had become AOL's chief technologist--hadn't seen Bill for a long time. He lost touch after his mentor was forced out of CVC by its investors, whose fortunes had turned sour. Major market changes were surely to blame, but Von Meister shared the blame for nearly scuttling the whole enterprise with his pie-in-the-sky dreams, profligate spending, and characteristic disregard for the detail work that is the foundation of any long-lasting business.
Von Meister had moved onto new projects--as usual, optimistic as ever. And, though both Seriff and Case became multimillionaires many times over from the company that had sprung out of the ashes of CVC, Von Meister had never said anything negative about not benefiting from the riches AOL threw off to his proteges in time. Von Meister had always played the start-up game for the sake of the fun, and CVC was just another stop on his trip.
Seriff had heard that Von Meister was sick several months before, but he thought it was just another obstacle that Bill was likely to overcome with a smile. There would be another idea, another fast car, and another long laugh. So, the swiftness of Bill's demise surprised Seriff.
While others memorialized Von Meister's effects on their lives, Seriff found himself deeply upset because the service made him realize the depth of gratitude he owed the man. Von Meister had saved him from losing himself inside a big company and had taught him that he didn't have to choose between enjoying what he did for a living and being successful.
Although Von Meister had left long before AOL grew large, Seriff saw that the path to glory--not just the technical evolution, but the core team that had managed AOL for so many years--led directly from companies started by Von Meister.
Did anyone assembled here, aside from himself and Steve Case, realize that?
Not far away, even as the memorial service was taking place, AOL was holding an annual picnic for its 1,800 employees, who were now working for a company with almost three million customers across the United States. And Seriff--who had stopped going to the gatherings because the company had grown so large--knew that few there even knew the name of the person he considered the "spiritual father" of AOL.
He declared this at the memorial service, echoing Case's sentiments. But Seriff expected that if he were to say Von Meister's name to the average AOL employee now attending the picnic, he would be greeted mostly with blank and uncomprehending stares.
Indeed, Bill Von Meister was almost like a doppelganger--the ghostly double of all those who were now living and breathing AOL, the invisible spirit who could never be seen.
This much was certain: it was in a tiny ember of the soul of Bill Von Meister that AOL was born.
billy's beginnings
His father, F. W. Von Meister, was the godson of Kaiser Wilhelm II, and his mother, Eleanora Colloredo-Mannsfeld, was a countess. And--in a delicious irony for some, since Bill Von Meister later presided over a lot of business disasters--one of his father's first jobs in the United States was as a representative of the German company that built the ill-fated Hindenburg zeppelin.
"Billy," the eldest of his family, was born in New York on February 21, 1942. His father became an entrepreneur of sorts; when his job with the zeppelin company literally blew up with the crash of the Hindenburg in the late 1930s, F. W. Von Meister moved from project to project and finally founded a chemicals company.
The business proved a success and allowed F. W. to raise his growing family in modest wealth in the leafy suburbs of New Jersey. Billy was an indulged child who displayed an early interest in tinkering. In high school, he formulated the name for a company he would continue to operate throughout his life: Creative Associates.
And Billy seemed to be very creative.
One Christmas, for example, he devised a complex system of strings and pulleys that would result in the opening of his bedroom door if triggered by the arrival of Santa Claus through the front door.
Another electronic device, called "Papa's Tea Tutor," sat atop the refrigerator in the Von Meisters' kitchen. A signaling unit placed in F. W. Von Meister's car would set off a red light and a bell as he neared home, giving the household a warning to prepare the tea service in time for the patriarch's arrival.
In contrast to his father's stiffer European demeanor, Billy was known as the family's Peter Pan--a boy who delighted in toys and gadgets and fun. Early on, he got hooked on racecars and adventure sports. But tragedy came during the early teens of Billy's life, with the death of his mother from breast cancer. "It hit Billy harder than he let on," recalled his sister Nora. "I think sometimes his very upbeat personality was a reaction to the pain--acting like nothing was ever wrong and everything was great--in order to mask a lot of hurt caused by mother's death."
After high school at Middlesex Academy in Massachusetts and a post-boarding-school stint at a finishing school in Switzerland, where he spent much of his time racing cars and skiing, Von Meister attended Georgetown University in Washington, DC. Once again known for his pranks and party image, he didn't ever finish at Georgetown, though he persuaded nearby American University to enroll him in its master's program for business. He told his younger brother Peter that he was onto big things.
"I'm going to make a mark," said Billy Von Meister. "Just you watch."
(C) 1998 Kara Swisher All rights reserved. ISBN: 0-8129-2896-2
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I admire your commitment to being *very* oily
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@Hot_Bid on Twitter - ESPORTS life since 2010 - http://i.imgur.com/U2psw.png
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On September 05 2006 14:02 PanoRaMa wrote:
I used to play some starship trooper 8-bit looking game where you control some ship and go around kicking ass. Then they made it only available to those who paid extra for the game and I was like wtf?
That was my first experience with "micro" and at the tender age of 9 i was ruining everyone's shit ez.
hopsProfileJoined April 2004
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On September 05 2006 13:53 QuietIdiot wrote:
small boobs, really tight pussy, and a high pitched little kid..
.
The jargon used to describe Internet fora and online discussions such as Blogs. While some concepts overlap with tropes, on TV Tropes we do not usually catalogue this terminology in the form of individual articles but only as a large glossary. For TV Tropes-specific terminology, see TV Tropes Glossary. Some concepts discussed here are also mentioned by Flame Warriors.
A browser narcotic is a website that uses up hours of your time with little effort. Like This Very Wiki, which is well known for its capacity to ruin your life. Unlike an Archive Binge, which is linear in nature, a browser narcotic allows you to go in any number of directions, often ending up on a Wiki Walk. The defining feature of a browser narcotic is the tab explosion, a browser with Eleventy Zillion tabs open at once.
The name comes from xkcd, specifically the Alt Text of this comic, which explicitly describes TV Tropes as an example.
Here are some other offenders aside from TV tropes:
The Greater Internet Fuckwad Theory, or "GIFT"note It kinda should be an Internet Law, like Godwin's Law, but it's called a theory to keep the acronym, is an explanation of why people who are quite "normal" in person become anti-social Internet Jerks when they're online. The "GIFT equation" was first formulated by Penny Arcade and goes like this:
The Internet Tough Guy is someone who will threaten anyone who annoys them online with physical or legal harm. These threats are always empty; Internet Tough Guys couldn't fulfill most of them even if they wanted to. They probably wouldn't even be able to figure out your IP address, much less your real aol games help.
The most common threat is one of violence, evoking the image of a weakling who fancies himself to be a tough guy but could never convince anyone of that in Real Life. The second most common threat is of a lawsuit, which would be immediately thrown out of court if they ever tried it for real. Those threats often invoke the U.S. Constitution in places where it doesn't apply, especially where the forum isn't even owned by Americans. But there are other, more subtle variants, like the user who claims to be close to the forum moderators and threatens to get their adversary banned, or the user who notices that their opponent is a minor and threatens to call their parents.
Trollslove dealing with Internet Premier bank com Guys, because they're incredibly easy to provoke into rants, anger, and ineffectual threats — the kind of thing trolls live on.
See also the Navy Seal Copypasta, an example of an Internet Tough Guy whose threats and claims of military experience are so outlandish that it became a meme.
Games on AOL.com offers a large selection of free online games, including board games, card games, casino games, puzzles, and more. Follow the steps outlined to experience full-screen gameplay, chat with other players and share your favorite games with friends and family.
Login / Join
1. Go to Games on AOL.com.
2. Click Login / Join.
3. Sign in to your account.
Play games
After you sign in to Games on AOL.com, sort games by using the category menu bar to select from board games, card games, casino games, puzzles and more, or select from the games you last played. Click on the game to start playing.
Chat with players
When you play a game, a chat window opens in the bottom right corner. This allows for communication between players of the same game.
To chat with others, enter text in the field at the bottom right corner of the game window and click Send.
Provide feedback
To report issues with the game or abuse:
1. Click Play Game on the game you want to report.
2. In the top right corner, click the Info icon.
3. Click REPORT ISSUE.
4. Enter your feedback and email address.
5. Click Post idea.
Share games to Facebook or Twitter
To share a game:
1. Click Play Game on the game you want to share.
2. On the top right corner of the game page, click the Facebook or Twitter icon.
3. If prompted, sign in and follow the sharing instructions.
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This page provides common settings usable in K-9 for the major e-mail providers:
AOL Mail supports both IMAP and POP. K-9 can use either (IMAP is recommended)
For a secure connection, check the SSL option for IMAP/POP and TLS for SMTP in your mail program.
Gmail supports IMAP. Note that Google also prefers a more secure authentication protocol called XOAuth 2.0 which is currently not supported by K-9.
To configure access to Gmail in K-9, just follow the steps below:
Hotmail supports IMAP, POP3 and Exchange ActiveSync. Unfortunately, we do not yet support Exchange Active Sync in K-9.
To use POP3 first enable it in your e-mail settings:
- Sign in to your Outlook.com account.
- Click the Options icon Options icon, and then click More mail settings or Options.
- Under Managing your account, click Connect devices and apps with POP.
- Under POP, select Enable.
- Click Save.
Web.DE supports both IMAP and POP3.
Steht für die englische Abkürzung “Post Office Protocol Version 3”. Per POP3 werden E-Mails von einem Server in ein E-Mail-Programm übertragen und gleichzeitig vom jeweiligen Server gelöscht.
(Steht in einem Programm “SSL” nicht zur Verfügung, genügt es, die Option “Verschlüsselung” zu aktivieren.)
(Steht in einem Programm “STARTTLS” nicht zur Verfügung, nutzen Sie bitte das Protokoll “TLS”. Existiert auch hierfür keine Option, genügt es, die Option “Verschlüsselung” zu aktivieren.)
Yahoo supports IMAP only for fetching e-mail:
This game is unplayable. While game features will be described on this page, actual gameplay assistance will not be supplied. This game is covered here for historical reference.
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Designer(s) | Don Daglow |
---|---|
Release date(s) | |
Genre(s) | RPG |
Players | MMOG |
Neverwinter Nights was the first MMORPG to display graphics, and ran from 1991 to 1997 on AOL (then called Quantum Computer Services). The genre had previously been pioneered by the all-text Islands of Kesmai series created by Kelton Flinn at Kesmai.
In addition to being the first graphics-based MMORPG, the game also marked the first appearance of online Clans and Player versus player combat in multiplayer RPGs.
Neverwinter Aol games help was followed by a series of progressively more successful graphical MMORPGs, including Shadow of Yserbius (1992–1996), Ultima Online (1997–present) and EverQuest (1999–present). By 2000 the category was well-established and multiple titles began to appear in North America and in Asia.
NWN is the predecessor to BioWare's 2002 game Neverwinter Nights.
Neverwinter Nights was a co-development of AOL, Stormfront Studios, SSI, and TSR (which was acquired by Wizards of the Coast in 1997).
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, known as Quantum Computer Services, with just a few thousand subscribers, and was called Quantum Link. 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).
In 1989 the Stormfront team started working with SSI on Dungeons & Dragons games using the Gold Box engine that had debuted with Pool of Radiance in 1988. Within months they realized that it was technically feasible to combine the Dungeons & Dragons Gold Box engine with the community-focused gameplay of online titles to create an online RPG with graphics. Although the multiplayer graphical flight combat game Air Warrior (also from Kesmai) had been online since 1987 [1], all prior online RPGs had been based on text.
In a series of meetings in San Francisco and Las Vegas with AOL's Steve Case and Kathi McHugh, TSR's Jim Ward and SSI's Chuck Kroegel, Daglow and programmer Cathryn Mataga convinced the other three partners that the project was indeed possible. Case approved funding for NWN and work began, with the game going live 18 months later in March of 1991.
Daglow chose Neverwinter as the game's location because of its magical features (a river of warm water that flowed from a snowy forest into a northern sea), and its location near a wide variety of terrain types. The area also was close enough to the settings of the other Gold Box games to allow subplots to intertwine between the online and the disk-based titles.
The game originally cost USD$6.00 per hour to play. Some users bragged about monthly game bills of $500 or more. As the years progressed, Internet connection costs dropped, AOL and NWN membership grew, the servers became faster and the hourly player charge declined. As a result of these upgrades, the capacity of each server grew from 50 players in 1991 to 500 players by 1995.[2] Ultimately the game became a free part of aol games help AOL subscriber service.
Near the end of its run in 1997 the game had 115,000 players and typically hosted 2,000 adventurers during prime evening hours, a 4000% increase over 1991.[3]
The original Neverwinter Nights was expanded once, in 1992 [4]. At about this time AOL’s subscriber growth started to expand exponentially, as the adoption of e-mail by everyday Americans drove new sign-ups. AOL diverted all its efforts into keeping up with the exploding demand for modem connections and online capacity. All game development at AOL other than NWN was suspended, and the game's player capacity was enhanced through server-side improvements but not through the addition of new playable areas. Nevertheless, the original game remained one of AOL's most active areas until a disagreement arose between AOL and TSR over future rights to the game. Thousands of dedicated NWN players rose in protest, some in national media, but to no avail. [5] The gates of Neverwinter 53 west 53rd closed in July 1997. [6]
Much of the game's popularity was based on the presence of active and creative player guilds, who staged many special gaming events online for their members. It is this committed fan base that BioWare sought when they licensed the rights to Neverwinter Nights from AOL and TSR as the basis for the modern game. [7]
NWN gained incidental media attention from AOL tech and marketing staff by appearing in the Don't Copy That Floppy campaign by the Software Publishers Association.
Player vs Player combat was very popular but not necessary. Singles and Doubles Ladders contained over one hundred competitors. Many guilds participated in the Great Wars which pitted three quad teams from a guild vs another guild. A quad team would play each quad team from the other guild and the winning guild was the best of 9. The guilds progressed through an NCAA-like tournament to reach the final champion. One of the major drivers for PvP's popularity was the amazingly balanced combat system that provided a chess like turn based combat system which incorporated NPC (non player character) manipulation and a limited number of power spells. There were innumerable strategies based on trying to maximize tombstone t shirts doc holliday effectiveness of when to use the power spells (such as a Globe - protection from spells under level 3, mirror image - which could not be cast if you were globed but when cast created between 1 and 4 duplicate copies of yourself which could shield against any non-area effect spell, or cause critical wounds which would knock between 5-30% of the hitpoints from the enemy if you didn't hit a duplicate copy of the enemy). The iterations of these and many other spells made NWN PvP arguably the most skill-based strategic PvP engine ever created in the online world to this day.
There is one known version of that game for MS-DOS:
OS | Version | Language |
---|---|---|
MS-DOS | V2.20 | Turbo Pascal 6.0 (exepacked) |
Some fans re-created the Neverwinter Nights Online experience using Forgotten Realms: Unlimited Adventures:
Almost a decade after the game's run ended at AOL, online sites allow players to experience the original NWN:
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And also you should cover the questions like: