Fantastic was an American digest-size fantasy and science fiction magazine, published from 1952 to 1980. It was founded by the publishing company Ziff Davis as a fantasy companion to Amazing Stories. Early sales were good, the company decided to switch Amazing from pulp format to digest, to cease publication of their other science fiction pulp, Fantastic Adventures. Within a few years sales fell, Howard Browne, the editor, was forced to switch the focus to science fiction rather than fantasy. Browne lost interest in the magazine as a result and the magazine ran poor-quality fiction in the mid-1950s, under Browne and his successor, Paul W. Fairman. At the end of the 1950s, Cele Goldsmith took over as editor of both Fantastic and Amazing Stories, invigorated the magazines, bringing in many new writers and making them, in the words of one science fiction historian, the "best-looking and brightest" magazines in the field. Goldsmith helped to nurture the early careers of writers such as Roger Zelazny and Ursula K.
Le Guin, but was unable to increase circulation, in 1965 the magazines were sold to Sol Cohen, who hired Joseph Wrzos as editor and switched to a reprint-only policy. This was financially successful, but brought Cohen into conflict with the newly formed Science Fiction Writers of America. After a turbulent period at the end of the 1960s, Ted White became editor and the reprints were phased out. White worked hard to make the magazine successful, introducing artwork from artists who had made their names in comics, working with new authors such as Gordon Eklund, his budget for fiction was low, but he was able to find good stories from well-known writers, rejected by other markets. Circulation continued to decline, in 1978, Cohen sold out his half of the business to his partner, Arthur Bernhard. White resigned shortly afterwards, was replaced by Elinor Mavor, but within two years Bernhard decided to close down Fantastic, merging it with Amazing Stories, which had always enjoyed a higher circulation.
In 1938, Ziff Davis, a Chicago-based publisher looking to expand into the pulp magazine market, acquired Amazing Stories. The number of science fiction magazines grew and several new titles appeared over the next few years, among them Fantastic Adventures, launched by Ziff Davis in 1939 as a companion to Amazing. Under the editorship of Raymond Palmer, the magazines were reasonably successful but published poor-quality work. Ziff Davis agreed to back the new magazine, Browne put together a sample copy, when the Korean War broke out, Ziff Davis cut their budgets and the project was abandoned. Browne did not give up, in 1952 received the go-ahead to try a new magazine instead, focused on high-quality fantasy, a genre which had become more popular; the first issue of Fantastic, dated Summer 1952, appeared on March 21 of that year. Sales were good, Ziff Davis was sufficiently impressed after only two issues to move the magazine from a quarterly to a bimonthly schedule, to switch Amazing from pulp format to digest-size to match Fantastic.
Shortly afterwards the decision was taken to eliminate Fantastic Adventures: the March 1953 issue was the last, the May–June 1953 issue of Fantastic added a mention of Fantastic Adventures to the masthead, though this ceased with the following issue. Payment started at two cents per word for all rights, but could go up to ten cents at the editor's discretion; the experiment with quality fiction did not last. Circulation dropped, which led to budget cuts, in turn the quality of the fiction fell. Browne had wanted to separate Fantastic from Amazing's pulp roots, but now found he had to print more science fiction and less fantasy in order to attract Amazing's readers to its sister magazine. Fantastic's poor results were a consequence of an overloaded sf-magazine market: far more magazines appeared in the early 1950s than the market was able to support. Ziff Davis sales staff were able to help sell Fantastic and Amazing along with the technical magazines that it published, the availability of a national sales network though it was not focused on Fantastic, undoubtedly helped the magazine to survive.
In May 1956, Browne left Ziff Davis to become a screenwriter. Paul W. Fairman took over as editor of both Amazing. In 1957, Bernard Davis left Ziff Davis. With his departure Amazing and Fantastic stagnated. In November 1955, Ziff Davis hired an assistant, Cele Goldsmith, who began by helping with two new magazines under development, Dream World and Pen Pals, she read the slush piles for all the magazines, was given more responsibility. In 1957, she was made managing editor of both Amazing and Fantastic, doing administrative chores and reading unsolicited manuscripts. At the end of 1958, she became editor, replacing Fairman, who had left to become managing editor of Ellery Queen's Mystery Magazine. Goldsmith—who became Cele Lalli when she married in 1964—stayed as editor for six and a half years. Circulation dropped for both Amazing and Fantastic: in 1964, Fantastic had a paid circulation of only 27,000. In 1965, Sol Cohen, who at that time was Galaxy's publisher, set up his own publishing company, Ultimate Publishing, bought both Amazing and Fantastic from Ziff Davis.
Star Wars Galaxies
Star Wars Galaxies was a Star Wars themed massively multiplayer online role-playing game for Microsoft Windows, developed by Sony Online Entertainment and published by LucasArts. Released June 26, 2003, to much critical acclaim, it spawned three expansions through 2005; the game was overhauled in the last expansion, which frustrated many longtime subscribers. Star Wars Galaxies continued operation for six more years; the servers shut down on December 15, 2011. Notwithstanding the game's closure, there are several private emulator projects in various stages of development that intend to allow users to experience Star Wars Galaxies in different incarnations of the game's existence; the game was first announced in 2000, when LucasArts Entertainment began a partnership with EverQuest creators Verant Interactive Inc. and Sony Online Entertainment to create the first massively multiplayer Star Wars online role-playing game. The announcement included an expected release date of 2001 and that the game would take place during the original trilogy era.
On 17 May 2001 before the game went into public beta testing, the first expansion's development was announced. The yet unnamed add-on, expected to be available six months after the initial product release, would be a space simulation and enable players to own and fly starships which would allow interplanetary travel and space combat; the release date of the initial product, the ground-based component, was updated to the second half of 2002. The staggered release schedule of the space component of the Star Wars Galaxies series was said to benefit players because they would have time to establish their characters and explore different elements of the core game before adding the space layer. Traveling between planets would be accomplished through the use of public shuttles, which would ferry characters from world to world. A new official site was released on the same day that put more of an emphasis behind the community of the game, it included new screen shots, movies, an updated FAQ, concept art, development team member's profiles, features about the game, a new forum.
The site reached 100,001 users by December 2001. Throughout the next year after the release of the new site, new content would be revealed; this content included information on species and locations, new images and movies of different game elements, 360 degree QuickTime VR panoramas of different locations. The closed beta test began in July 2002. SOE would share more information on the game; this would include more screen shots, information on match making services, the fact that players would be permitted only one character per server, skill trees and how the skill-based system would function. LucasArts said in 2002 that both the Xbox and PlayStation 2 would get a version of the game, however both versions were cancelled; the game was to be released on April 15, 2003. They announced on December 20, 2002, that the ground-based component of Star Wars Galaxies would be called An Empire Divided and that the game's online community had grown to over 400,000 users since its inception in November 2000.
At the time, this represented one of the largest fan communities amassed for any game prior to retail availability. An Empire Divided would be delayed to June 26, 2003; the base game, titled Star Wars Galaxies: An Empire Divided, was released on 26 June 2003 in the USA and on 7 November 2003 in Europe. A localized version for the Japanese market was published by EA Japan on 23 December 2004. Japanese acceptance of the game was low, in November 2005 the servers were shut down and existing accounts migrated to US servers. At the time of its initial release, the game was different from how it ended up. Vehicles and creature mounts were not yet implemented. While player housing was available at the time of launch, the ability to incorporate groups of houses into cities didn't come until November 2003; each character and creature possessed three "pools" that represented his or her physical and mental reserves. Most attacks targeted one of these three pools and any action the character took depleted one or more of the pools.
When any one of those pools was depleted, the character would fall unconscious. Combat required the player to manage his or her actions to avoid depleting a pool. Character progression was vastly different at release as well. Characters started out in one of six basic professions and could pick up any of the other five at any time after character creation; each profession consisted of a tree-like structure of skills, with a single Novice level, four independent branches of four levels each, a Master level which required completion of all four branches. Characters purchased. For example, an Entertainer could purchase skills to get better at playing music, but only with Musician experience points. Dancing experience points were separate and could only be used to purchase dancing skills. In addition to the basic professions, characters could specialize into advanced professions such as Bounty Hunter, Creature Handler, Ranger and Musician. There were a total of 24 advanced professions, although there was no way for characters to obtain all of them at once.
Each advanced profession had certain skill requirements from the base professions that had to be met, some more restrictive than others. Jedi were not available as a starting profession, or as an advanced profession; the developers stated only that certain in-game actions would open up a Force-sensitive character slot. The actions required were left for players to discover. It
Games for Windows: The Official Magazine
Games for Windows: The Official Magazine was a monthly computer game magazine published by Ziff Davis Media, licensing the Games for Windows brand from Microsoft Corporation. It was the successor to Computer Gaming World; the first issue was released in November 2006. As of the April/May 2008 issue, the magazine is no longer offered in print and the editorial staff was integrated with 1UP. According to Ziff Davis, the magazine was to be a "rebirth" of the Computer Gaming World magazine, which had lost news stand presence over the past few years. Furthermore, according to the editorial staff of CGW/GFW, the magazine would remain unchanged and was in no way subject to Microsoft's influence, something reflected in the language of the legal agreement between Ziff Davis and Microsoft. For the last several years, Computer Gaming World coverage had overwhelmingly been on Windows-only games due to the relative lack of games which support other operating systems. According to the editors of the magazine from an August 2006 podcast, the idea of a Windows Games-exclusive magazine began when Microsoft sought to establish Windows as a viable gaming platform, akin to its console brother, the Xbox.
The editors of CGW approached Microsoft with the idea of a platform-focused magazine not unlike OPM or Nintendo Power, who started a bidding war among different publishers for the rights to do so. Ziff-Davis won the rights and because the company had a computer gaming-based magazine, sought to re-launch the current publication in its current form; the final editorial staff included Editor-in-Chief Jeff Green, senior editor Sean Molloy, news editor Shawn Elliott, reviews editor Ryan Scott. Editor Darren Gladstone left the magazine in December 2007 to work for PC World; the cover of the premiere issue of GFW was considered an homage to the cover of the first issue of CGW, with the prominence of a dragon on both covers. Located at 1UP.com, the editors of the magazine continued to host the weekly GFW Radio podcast, hosted by the editorial staff. After the departure of several key staff members, including Jeff Green and Shawn Elliott, the last episode was broadcast on September 17, 2008
Lineage II is a massive multiplayer online role-playing game for Microsoft Windows, the second game in the Lineage series. It is a prequel to Lineage, is set 150 years before the earlier game, it has become popular since its October 1, 2003 launch in South Korea, reporting 1,000,918 unique users during the month of March 2007. To date, the game has been played by more than 14 million users based in Asia. On November 30, 2011 Lineage II adopted a free-to-play model in Lineage II: Goddess of Destruction, with all game content being free save for "purchasable in-game store items and packs"; the game follows a fictional history through sets of plots called "Sagas". There are two sagas: "The Chaotic Chronicle" and "The Chaotic Throne". Large-scale updates/expansions known as "Chronicles" are done every six months, which introduce new story elements as well as new features and add-ons; each chronicle adds a great deal of new content to the game, including new skills, quests and items. Characters act as a player's avatar within the game.
Players are afforded up to 7 characters per account. There are seven races in the world of Lineage II: the Humans, who are similar to modern-day humans and who have all-around balanced characteristics. Hyeong-Jin Kim, the Production team head for Lineage II, came up with basic concept for the game in early 2000, development began in October to November of the same year. Kim and producer James Bae have stated that their reasons for developing a prequel for Lineage rather than a sequel is that "Lineage will continue to be updated as a game", that "by working on its past, we will not be risking conflict with the direction of updates that Lineage will take in the future."According to Kim and Bae, the game's initial subtitle, "The Chaotic Chronicle", was developed with the intention to "express the large-scale war, strategies and collaborations that we hope to encourage among players."Lead Game Designer Raoul Kim said that the reason for rendering Lineage II in 3D was "simply because most games today are using 3D graphics", because they deemed it "more appropriate than 2D for the things that we were going to create."
Developers chose to utilize the Unreal Engine 2 game engine because of its capacity to render outdoor scenes and its powerful editing features. According to Game Design team head, Cheol-Woong Hwang, there were different concepts for each of the race's home villages, he described the concept for the human village in Talking Island as "ordinary", while the Elven Village was designed "so as not to lose the natural and royal high-class feeling." They designed the Dark Elven village based on a "grotesque and serious feeling in order to express the rough history of these, expelled from the Elves." The overall reception for Lineage II is mixed, receiving average review scores from various video game rating websites. Andrew Park of GameSpot said that the game "offers either a repetitive grind or a stiff challenge", is not suitable for casual gamers who can only play an hour or less per day. Allen'Delsyn' Rausch called the Kamael "an interesting race in that, unlike other Lineage II races, they focus on the warrior path with high-level class paths segregated by gender."The Chronicle 5: Oath of Blood expansion won the Expansion of the Year award at Stratics Central Editor's Choice Awards 2006, Lineage II earned an Honorable Mention for the Game of the Year award.
On November 8, 2011, NCsoft announced Project TL as the sequel to Lineage I. The first gameplay videos debuted at the G-Star 2011 gaming convention in South Korea on November 10, 2011. Lineage II is one of the MMOs that were subject to ethnographic study in Constance Steinkuehler and Dmitri Williams's article,'Where Everybody Knows Your Name: Online Games as Third Place'. U. S. official site EU official site
World of Warcraft
World of Warcraft is a massively multiplayer online role-playing game released in 2004 by Blizzard Entertainment. It is the fourth released game set in the Warcraft fantasy universe. World of Warcraft takes place within the Warcraft world of Azeroth four years after the events at the conclusion of Blizzard's previous Warcraft release, Warcraft III: The Frozen Throne; the game was announced in 2001, was released for the 10th anniversary of the Warcraft franchise on November 23, 2004. Since launch, World of Warcraft has had seven major expansion packs released for it: The Burning Crusade, Wrath of the Lich King, Mists of Pandaria, Warlords of Draenor and Battle for Azeroth. World of Warcraft was the world's most popular MMORPG by player count of nearly 10 million in 2009; the game had a total of over a hundred million registered accounts by 2014. By 2017, the game had grossed over $9.23 billion in revenue, making it one of the highest-grossing video game franchises of all time. At BlizzCon 2017, a "classic" version of the game was announced, planned to provide a way to experience the base game before any of its expansions launched.
Blizzard announced at BlizzCon 2018 that WoW Classic will be released in the summer of 2019, will be included with the standard subscription. As with other MMORPGs, players control a character avatar within a game world in third- or first-person view, exploring the landscape, fighting various monsters, completing quests, interacting with non-player characters or other players. Similar to other MMORPGs, World of Warcraft requires the player to pay for a subscription by using a credit or debit card, using prepaid Blizzard game cards or using a WoW Token purchased in-game. Players without a subscription may use a trial account that lets the player character reach up to level 20 but has many features locked. To enter the game, the player must select a server, referred to in-game as a realm; each realm falls into one of two categories. Available realms types are: Normal – a regular type realm where the gameplay is focused on defeating monsters and completing quests, with player-versus-player fights and any roleplay are optional.
RP – which works the same way as a "Normal" realm, but focuses on players roleplaying in-character. Before the introduction of World of Warcraft's seventh expansion "Battle for Azeroth", both "Normal" and "RP" servers were each divided into two separate categories; this has since been removed after the implementation of the "War Mode" option, which allows any player on any server to determine whether they want to participate in PvP combat or not, by enabling War Mode in two of the game's capital cities. Realms are categorized by language, with in-game support in the language available. Players can make new characters on all realms within the region, it is possible to move established characters between realms for a fee. To create a new character, in keeping with the storyline of previous Warcraft games, players must choose between the opposing factions of the Alliance or the Horde. Characters from the opposing factions can perform rudimentary communication, but only members of the same faction can speak, mail and join guilds.
The player selects the new character's race, such as orcs or trolls for the Horde, or humans or dwarves for the Alliance. Players must select the class for the character, with choices such as mages and priests available. Most classes are limited to particular races; as characters become more developed, they gain various talents and skills, requiring the player to further define the abilities of that character. Characters can choose two primary professions that can focus on producing items, such as tailoring, blacksmithing or jewelcrafting or on gathering from resource nodes, such as skinning or mining. Characters can learn all four secondary skills: archeology, cooking and first aid. Characters may form and join guilds, allowing characters within the guild access to the guild's chat channel, the guild name and optionally allowing other features, including a guild tabard, guild bank, guild repairs, dues. Much of World of Warcraft play involves the completion of quests; these quests are available from NPCs.
Quests reward the player with some combination of experience points, in-game money. Quests allow characters to gain access to new skills and abilities, as well as the ability to explore new areas, it is through quests that much of the game's story is told, both through the quest's text and through scripted NPC actions. Quests are linked by a common theme, with each consecutive quest triggered by the completion of the previous, forming a quest chain. Quests involve killing a number of creatures, gathering a certain number of resources, finding a difficult to locate object, speaking to various NPCs, visiting specific locations, interacting with objects in the world, or delivering an item from one place to another to acquire experience and treasures. While a character can be played on its own, players can group with others to tackle more challenging content. Most end-game challenges are designed in a way. In this way, character classes are used in specific roles within a group. World of Warcraft uses a "rested bonus" system, increasing the rate that a character can gain experience points after the player has spent time away from the game.
When a character dies, it becomes a ghost—or wisp for Night Elf characters—at a nearby graveyard. Characters c
EverQuest is a 3D fantasy-themed massively multiplayer online role-playing game developed by Verant Interactive and 989 Studios for Windows PCs. It was released by Sony Online Entertainment in March 1999 in North America, by Ubisoft in Europe in April 2000. A dedicated version for macOS was released in June 2003, which operated for ten years before being shut down in November 2013. In June 2000, Verant Interactive was absorbed into Sony Online Entertainment, who took over full development and publishing duties of the title. In February 2015, SOE's parent corporation, Sony Computer Entertainment, sold the studio to investment company Inception Acquisitions and was rebranded as Daybreak Game Company, who develops and publishes EverQuest to this day, it was the first commercially successful MMORPG to employ a 3D game engine, its success was on an unprecedented scale. EverQuest has had a wide influence on subsequent releases within the market, holds a important position in the history of massively multiplayer online games.
The game surpassed early subscription expectations and increased in popularity for many years after its release. It has received numerous awards, including the 1999 GameSpot Game of the Year and a 2007 Technology & Engineering Emmy Award. While dozens of similar games have come and gone over the years, EverQuest still endures as a viable commercial enterprise with new expansions still being released on a regular basis twenty years after its initial launch, it has spawned a number of spin-off media, including books and video games, as well a sequel, EverQuest II, which launched in 2004. Many of the elements in EverQuest have been drawn from text-based MUD games DikuMUDs, which in turn were inspired by traditional role-playing games such as Dungeons & Dragons. In EverQuest, players create a character by selecting one of twelve races in the game, which were humans, high-elves, wood-elves, half-elves, dark-elves, barbarians, halflings, gnomes and trolls. In the first expansion, lizard-people were introduced.
Cat-people, frog-people, dragon-people were all introduced in expansions. At creation, players select each character's adventuring occupation, a patron deity, starting city. Customization of the character facial appearance is available at creation. Players move their character throughout the medieval fantasy world of Norrath fighting monsters and enemies for treasure and experience points, optionally mastering trade skills; as they progress, players advance in level, gaining power, prestige and abilities through valorous deeds such as entering overrun castles and keeps, defeating worthy opponents found within, looting their remains. Experience and prestigious equipment can be obtained by completing quests given out by non-player characters found throughout the land. EverQuest allows players to interact with other people through role-play, joining player guilds, dueling other players; the game-world of EverQuest consists of over five hundred zones. Multiple instances of the world exist on various servers.
In the past, game server populations were visible during log-in, showed peaks of more than 3000 players per server. The design of EverQuest, like other massively multiplayer online role-playing games, makes it amenable to cooperative play, with each player having a specific role within a given group. EverQuest featured fourteen playable character classes upon release in 1999, with two others - Beastlord and Berzerker - added in the Shadows of Luclin and Gates of Discord expansions, respectively; each class falls within one of four general categories based on playstyle and the type of abilities they use, with certain classes being restricted to particular races. Melee classes are those which fight at close quarters and use direct physical attacks as opposed to magic; these include the Warrior, a tank-based character which wears heavy armor and is designed to take damage for its group using a taunt ability. Priest classes are healers who learn magic that can mend the wounds of their allies or themselves.
The Priest classes are made up of the Cleric, a specialized support class that wears heavy armor and is adept at healing and strengthening their allies. Casters are sorcerers which wear light armor but command powerful spells; those among them include the Wizard, a specialized damage-dealing class which uses the power of fire and pure magic energy for devastating effect as well as teleportation abilities.
Computer Gaming World
Computer Gaming World was an American computer game magazine published between 1981 and 2006. In 1979 Russell Sipe left the Southern Baptist Convention ministry. A fan of computer games, he realized in spring 1981 there was no magazine dedicated to computer games. Although Sipe had no publishing experience, he formed Golden Empire Publications in June and found investors, he chose the name of Computer Gaming World instead of alternatives such as Computer Games or Kilobaud Warrior because he hoped that the magazine would both review games and serve as a trade publication for the industry. The first issue appeared at about the same as rivals Electronic Games and Softline; the first issues of Computer Gaming World were published from Anaheim and sold for $2.75 individually or $11 for a year's subscription of six issues. These early bi-monthly issues were 40-50 pages in length, written in a newsletter style, including submissions by game designers such as Joel Billings, Dan Bunten, Chris Crawford.
As well, early covers were not always directly related to the magazine's contents, but rather featured work by artist Tim Finkas. In January/February 1986 CGW increased its publication cycle to nine times a year, the editorial staff included popular writers such as Scorpia, Charles Ardai, M. Evan Brooks. CGW survived the video game crash of 1983. In autumn 1987 CGW introduced a quarterly newsletter called Computer Game Forum, published during the off-months of CGW; the newsletter never became popular. Some of CGF's content became part of CGW; the magazine went through significant expansion starting in 1991, with growing page counts reaching 196 pages by its 100th issue, in November 1992. During that same year, Johnny Wilson, became editor-in-chief, although Sipe remained as Publisher. In 1993, Sipe sold the magazine to Ziff Davis—by the magazine was so thick that a reader reported that the December issue's bulk slowed a thief who had stolen a shopping bag containing it—but continued on as Publisher until 1995.
The magazine kept growing through the 1990s, with the December 1997 issue weighing in at 500 pages. In January 1999, Wilson left the magazine and George Jones became editor-in-chief, at a time when print magazines were struggling with the growing popularity of the Internet. Jones had been the editor-in-chief of CNET Gamecenter, had before that been a staffer at Computer Gaming World between 1994 and 1996, he was replaced by Jeff Green in 2002. On August 2, 2006, Ziff Davis and Microsoft jointly announced that Computer Gaming World would be replaced with Games for Windows: The Official Magazine; the final CGW-labeled issue was November 2006, for a total of 268 published editions. With the release of the final CGW issue, Ziff Davis announced the availability of the CGW Archive; the Archive features complete copies of the first 100 issues of CGW, as well as the 2 CGF issues, for a total of 7438 pages covering 11 years of gaming. The Archive was created by Stephane Racle, of the Computer Gaming World Museum, is available in PDF format.
Every issue was processed through Optical Character Recognition, which enabled the creation of a 3+ million word master index. Although Ziff Davis has taken its CGW Archive site offline, the magazines can be downloaded from the Computer Gaming World Museum. On April 8, 2008, 1UP Network announced the print edition of Games for Windows: The Official Magazine had ceased, that all content would be moved online. CGW featured reviews, news, letters and columns dealing with computer games. While console games are touched on, these are the territory of CGW's sister magazine Electronic Gaming Monthly. In 2006, two of the most popular features were "Greenspeak", a final-page column written by Editor-In-Chief Jeff Green, "Tom vs. Bruce" a unique "duelling-diaries" piece in which writers Tom Chick and Bruce Geryk logged their gameplay experience as each tried to best the other at a given game. "Tom vs. Bruce" sometimes featured a guest appearance by Erik Wolpaw of Old Man Murray. For many years, CGW never assigned scores to reviews, preferring to let readers rate their favorite games through a monthly poll.
Scores were introduced in 1994. However, beginning in April 2006, Computer Gaming World stopped assigning quantifiable scores to its reviews. In May of the same year, CGW changed the name of its review section to Viewpoint, began evaluating games on a more diverse combination of factors than a game's content. Elements considered include the communities' reaction to a game, developers' continued support through patches and whether a game's online component continues to grow; the reviews were based on a simple five-star structure, with five stars marking a outstanding game, one star signalling virtual worthlessness. Three games, Postal² by Robert Coffey, Mistmare by Jeff Green, Dungeon Lords by Denice Cook "...form an unholy trinity of the only games in CGW history to receive zero-star reviews." According to MDS Computer Gaming World had a circulation of above 300,000 as of 2006. In this regard, it was behind industry arch-rival PC Gamer. Bruce F. Webster reviewed the first issue of Computer Gaming World in The Space Gamer No.
48. Webster commented that "I recommend this magazine to computer gamers, just one reason alone will