Although the game's open world was very basic, its use of online avatars (already well-established off-line by Ultima and other games) and the combination of chat and graphics was revolutionary.
Post by twetch#4355
Online graphics in the late 1980s were severely restricted by the need to support modem data transfer rates as low as 300 bits per second. Habitat's graphics were stored locally on floppy disk, eliminating the need for network transfer.
What the chain says
- Block
- 608 747
- Time
- 2019-11-14T10:40:53Z
- Signer
- 1AKHViYgBGbmxi8qiJkNvoHNeDu9m3MfPE
- App
- twetch
- Type
- reply
- Content type
- text/plain
- Name in tx
- twetch#4355
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1AKHViYgBGbmxi8qiJkNvoHNeDu9m3MfPE VerifiedReplies (6)
Users in the virtual world were represented by onscreen avatars, meaning that individual users had a third-person perspective of themselves, making it rather like a videogame.
Players in the same region (denoted by all objects and elements shown on a particular screen) could see, speak (through onscreen text output from the users), and interact with one another.
Habitat was governed by its citizenry.
The only off-limits portions were those concerning the underlying software constructs and physical components of the system.