Club Penguin - Wikipedia. Club Penguin was a massively multiplayer online game (MMO), involving a virtual world that contained a range of online games and activities. It was created by New Horizon Interactive (now known as Disney Canada Inc.). Players used cartoon penguin- avatars and played in a winter- set virtual world. After beta- testing, Club Penguin was made available to the general public on October 2. Club Penguin had over 3. As of July 2. 01. Club Penguin had over 2. While free memberships were available, revenue was predominantly raised through paid memberships, which allowed players to access a range of additional features, such as the ability to purchase virtual clothing, furniture, and in- game pets called "puffles" for their penguins through the usage of in- game currency. The success of Club Penguin led to New Horizon being purchased by The Walt Disney Company in August 2. The game was specifically designed for children aged 6 to 1. Club Penguin).[5] Thus, a major focus of the developers was on child safety,[6] with a number of features having been introduced to the game to facilitate this. These features included offering an "Ultimate Safe Chat" mode, whereby users selected their comments from a menu; filtering that prevented swearing and the revelation of personal information; [6] and moderators who patrolled the game.[7] The game was criticized for teaching consumerism[8] and allowing players to "cheat".[9]On January 3. March 2. 9, 2. 01. Play free online Action games, Racing games, Sports games, Adventure games, War games and more at AGAME.COM. Club Penguin is a safe virtual world for kids to play, interact with friends and have fun letting their imaginations soar.
Club Penguin later shut down its servers on March 3. AM. The game was replaced by a successor, titled Club Penguin Island.[1. History. Predecessors (2. The first seeds of what would become Club Penguin began as a Flash 4web- based game called Snow Blasters that developer Lance Priebe had been developing in his spare time in July 2. Priebe's attention was brought to penguins after he "happened to glance at a Far Side cartoon featuring penguins that was sitting on his desk".[1. The project was never finished, and instead morphed into Experimental Penguins. Experimental Penguins was released through Priebe's company of employment, the Kelowna, British Columbia, Canada- based online game and comic developer Rocketsnail Games, in July 2. It was used as the inspiration for Penguin Chat (also known as Penguin Chat 1), a similar game which was released shortly after Experimental Penguins' removal. Released January 2. Penguin Football Chat (also known as Penguin Chat 2) was the second attempt at a penguin- themed MMORPG, and was created on FLASH 5 and used the same interface as Experimental Penguins.[1. The game contained various minigames; the premiere title of Rocket. Snail Games was Ballistic Biscuit, a game that would be placed into Experimental Penguins and eventually be adapted into Club Penguin's Hydro Hopper.[1. Rocket. Snails Games' Mancala Classic would also be placed into the game as Mancala. Lance Priebe, as well as co- workers Lane Merrifield and Dave Krysko, started to formulate the Club Penguin concept when the trio were unsuccessful in finding "something that had some social components but was safe, and not just marketed as safe" for their own children.[1. Dave Krysko in particular wanted to build a safe social- networking site their kids could enjoy free of advertising.[1. In 2. 00. 3, Merrifield and Priebe approached their boss, with the idea of creating a spinoff company to develop the new product.[2. The spin- off company would be known as New Horizon Interactive. Early history (2. Work commenced on the project in 2. The developers used the previous project Penguin Chat 2 – which was still online – as a jumping off point in the design process, while incorporating concepts and ideas from Experimental Penguins. Penguin Chat's third version was released in April 2. Penguin Chat 4 (renamed Club Penguin).[2. Variants of Penguin Chat 3 included Crab Chat, Chibi Friends Chat, Goat Chat, Ultra- Chat, and TV Chat. Users from Penguin Chat were invited to beta test Club Penguin. Club Penguin PlayThe original plan was to release Club Penguin in 2. Club Penguin went live on October 2. Penguin Chat servers were shut down in August 2. While Penguin Chat used Electro. Server, Club Penguin would use Smart. Fox. Server.[2. 2] The developers financed their start- up entirely with their own credit cards and personal lines of credit, and maintained 1. Club Penguin started with 1. March that number had reached 1. September, when it hit 2. By the time Club Penguin was two years old, it had reached 3. The first mention of the game in The New York Times was in October 2. The following year, Club Penguin spokesperson Karen Mason explained: "We offer children the training wheels for the kinds of activities they might pursue as they get older."[2. Acquisition by Disney (2. Although the three Club Penguin co- creators had turned down lucrative advertising offers and venture capital investments in the past,[2. August 2. 00. 7, they agreed to sell both Club Penguin and its parent company to Disney for the sum of $3. In addition, the owners were promised bonuses of up to $3. Disney ultimately didn't pay the extra $3. Club Penguin missed both profit goals.[2. At the point when it was purchased by Disney, Club Penguin had 1. In making the sale, Merrifield has stated that their main focus during negotiations was philosophical,[1. By late 2. 00. 7, it was claimed that Club Penguin had over 3. In December of that year, The New York Times asserted that the game "attracts seven times more traffic than Second Life".[3. Club Penguin was the 8th top social networking site in April 2. Nielsen.[3. 1]After Disney's acquisition, Disney Interactive had four MMOs to simultaneously juggle: Toon. Town, Pirates of the Caribbean Online, Pixie Hollow, and Club Penguin, with World of Cars set to follow soon. Lane Merrifield assured Global. Toy. News at the time that "it’s a lot of worlds to manage, but we have really strong teams"; his role changed to taking a backseat from daily game design, and he instead focused on overall branding and quality control of the virtual gaming properties. One of his roles was to merge the Club Penguin studio New Horizon Interactive in Kelowna (renamed to Disneyland Studios Canada) with Disneyland Studios LA. He noted that DSC focused on one product deeply (with such features as multilingual versions), while DSLA focused on customer products and franchises of a wide selection of games; he helped cross- pollinate those cultures.[3. Franchising and growth (2. Since the Disney purchase, Club Penguin continued to grow, becoming part of a larger franchise including video games, books, a television special, an anniversary song, and an app MMO, among other things. Disney has often used the game as a cross- promotion opportunity when releasing new films such as Frozen, Zootopia, and Star Wars, having special themed events and parties to celebrate the release.[3. The game forged an ever- growing mythology of characters and plot elements, including a pirate, a journalist, and a secret agent. In 2. 00. 8, the first international office opened in Brighton, England, to personalise the level of moderation and player support. Later international office locations included São Paulo and Buenos Aires.[1. On March 1. 1, 2. Club Penguin released the Club Penguin Improvement Project.[3. This project allowed players to be part of the testing of new servers, which were put into use in Club Penguin on April 1. Players had a "clone" of their penguin made, to test these new servers for bugs and glitches.[3. The testing was ended on April 4, 2. On June 2. 0, 2. 01. Club Penguin domain name expire.[4. In September 2. 01. Club Penguin's minigames, Puffle Launch, was released on i. OS as an app. Merrifield commented: "Kids are going mobile and have been asking for Club Penguin to go there with them."[4. In late 2. 01. 2, Merrifield left Disney Interactive to focus on his family and a new educational product, Freshgrade. Chris Heatherly took Merrifield's former position.[4. The company dropped the words "Online Studios" from its name[4.
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