{"data":{"id":12671,"title":"Blast from the Past: Times of Lore","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/spectrum-dispatch\/12671-Blast-From-The-Past-Times-Of-Lore","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/12671","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/12671","channel":"Undefined","category":"Undefined","series":"RSI Museum","images":[{"id":14,"name":"Timesoflorebox.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/h6k6u21bccsexr\/source\/Timesoflorebox.jpg","alt":"","size":441993,"mime_type":"image\/jpeg","last_modified":"2013-07-19T05:30:36+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/14","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/14\/similar"},{"id":15,"name":"Timesofloreshot.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/e714vgeob1efir\/source\/Timesofloreshot.jpg","alt":"","size":179376,"mime_type":"image\/jpeg","last_modified":"2013-07-19T05:30:34+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/15","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/15\/similar"}],"images_count":2,"translations":{"en_EN":"It\u2019s little-remembered today, but when Chris Roberts changed the world with Wing Commander in 1990 he was already a household name among gamers. His first title for Origin, Times of Lore, had been released in 1988 to excellent sales and critical acclaim. Like most Origin games developed before Wing Commander, Times of Lore was a serious RPG. In terms of story, the game followed the typical RPG path at the time, asking the player to choose among character classes and then sending him to locate and retrieve magic artifacts to save a kingdom. But that seeming simplicity belied a technological marvel: the game featured an impossibly intricate world map and boasted an unheard of lack of in-game load time. With that feat alone, Chris established himself as a master programmer.\n\nThe game\u2019s biggest influence\u2014one still being felt today\u2014was more subtle. Earlier RPGs, chief among them Origin\u2019s Ultima series, featured a text-based interface. The player would need to remember that you O-P-E-N a door, P-I-C-K a lock, T-A-L-K to an NPC and so on. As games became more complex, the number of commands multiplied. For times of Lore, Chris developed something far simpler: a mouse-drive icon-based interface. Instead of L-O-O-King at something you would click an eye, instead of T-A-L-King you would click on a mouth. Times of Lore managed elegantly with eight icons what contemporary RPGs and adventure games were doing with dozens of commands; perhaps the first indication of the attention to detail and cinematic styling that would be let loose upon the game industry a few years later\u2026","de_DE":"Es ist heute wenig in Erinnerung, aber als Chris Roberts 1990 mit Wing Commander die Welt ver\u00e4nderte, war er bereits ein Begriff unter den Spielern. Sein erster Titel f\u00fcr Origin, Times of Lore, wurde 1988 mit hervorragenden Verk\u00e4ufen und viel Anerkennung von der Kritik ver\u00f6ffentlicht. Wie die meisten Origin-Spiele, die vor Wing Commander entwickelt wurden, war Times of Lore ein ernsthaftes RPG. In Bezug auf die Geschichte folgte das Spiel dem damals typischen Rollenspielpfad, bat den Spieler, sich f\u00fcr eine der Charakterklassen zu entscheiden und schickte ihn dann, magische Artefakte zu finden und zu finden, um ein K\u00f6nigreich zu retten. Aber diese scheinbare Einfachheit verleugnete ein technologisches Wunderwerk: Das Spiel enthielt eine unm\u00f6glich komplizierte Weltkarte und r\u00fchmte sich eines ungeahnten Mangels an Ladezeiten im Spiel. Allein mit dieser Leistung etablierte sich Chris als Masterprogrammierer.\n\nDer gr\u00f6\u00dfte Einfluss des Spiels - einer, der auch heute noch sp\u00fcrbar ist - war subtiler. Fr\u00fchere RPGs, vor allem die Ultima-Serie von Origin, verf\u00fcgen \u00fcber eine textbasierte Oberfl\u00e4che. Der Spieler sollte sich daran erinnern, dass man O-P-E-N eine T\u00fcr, P-I-C-K ein Schloss, T-A-L-K zu einem NSC und so weiter. Mit zunehmender Komplexit\u00e4t der Spiele vervielfachte sich die Anzahl der Befehle. F\u00fcr die Zeit der \u00dcberlieferung entwickelte Chris etwas viel Einfacheres: eine Maussteuerung mit Symbolen. Anstelle von L-O-O-O-King bei etwas, das man mit einem Auge anklicken w\u00fcrde, w\u00fcrden Sie anstelle von T-A-L-King auf einen Mund klicken. Times of Lore schaffte es elegant mit acht Symbolen, was zeitgen\u00f6ssische Rollenspiele und Adventures mit Dutzenden von Befehlen taten; vielleicht der erste Hinweis auf die Liebe zum Detail und das filmische Styling, das einige Jahre sp\u00e4ter auf die Spieleindustrie losgelassen werden w\u00fcrde.....","zh_CN":"It\u2019s little-remembered today, but when Chris Roberts changed the world with Wing Commander in 1990 he was already a household name among gamers. His first title for Origin, Times of Lore, had been released in 1988 to excellent sales and critical acclaim. Like most Origin games developed before Wing Commander, Times of Lore was a serious RPG. In terms of story, the game followed the typical RPG path at the time, asking the player to choose among character classes and then sending him to locate and retrieve magic artifacts to save a kingdom. But that seeming simplicity belied a technological marvel: the game featured an impossibly intricate world map and boasted an unheard of lack of in-game load time. With that feat alone, Chris established himself as a master programmer.\n\nThe game\u2019s biggest influence\u2014one still being felt today\u2014was more subtle. Earlier RPGs, chief among them Origin\u2019s Ultima series, featured a text-based interface. The player would need to remember that you O-P-E-N a door, P-I-C-K a lock, T-A-L-K to an NPC and so on. As games became more complex, the number of commands multiplied. For times of Lore, Chris developed something far simpler: a mouse-drive icon-based interface. Instead of L-O-O-King at something you would click an eye, instead of T-A-L-King you would click on a mouth. Times of Lore managed elegantly with eight icons what contemporary RPGs and adventure games were doing with dozens of commands; perhaps the first indication of the attention to detail and cinematic styling that would be let loose upon the game industry a few years later\u2026"},"links_count":0,"comment_count":38,"created_at":"2012-09-13T00:00:00+00:00","created_at_human":"13 years ago"},"meta":{"processed_at":"2026-04-29 20:39:26","valid_relations":["images","links","translations"],"prev_id":12670,"next_id":12672}}