It finished 20th on NPD Intelect's chart for the month of September overall, and maintained this spot in October. According to Ubisoft, the game surpassed 150,000 sales in its first 14 days. It held this position on the following week's chart, before falling to #9 in its third week of release. In the United States, the game entered NPD Intelect's computer game sales chart at #1 for September 23–29, 2001. He remarked that certain retailers had placed notes on their displays to warn customers about the title's bugs. Reception Sales Īccording to GameSpot's Desslock, Ruins of Myth Drannor "sold extremely well during its first few weeks, but bad word of mouth and reviews crippled future sales". While Baldur's Gate II: Shadows of Amn implemented a few elements from the 3rd edition, Ruins of Myth Drannor was the first game attempting to comprehensively adapt those rules. Producer Chuck Yager said the game was originally designed using the Advanced Dungeons & Dragons 2nd edition rules, but was converted to the 3rd edition rules partway through development. They must travel to all areas of Myth Drannor, including dungeons and catacombs beneath the city, in an attempt to stop evil from taking over the region. Once the elven ruin is completely in their thrall, the cult intends to expand its domination one city-and one soul-at a time.įour heroes are sent to Myth Drannor by Elminster to stop the dracolich and the sorcerer queen from using the power of the Mythal to conquer Faerûn. A dracolich and his sorcerer queen have seized control of the Mythal, the ancient magic that once protected the long abandoned elven city of Myth Drannor. The story is set in the city of New Phlan. You can provide one by editing this article. The possibilities for the future seem limitless, and "gamers" eagerly await the release of advanced consoles and new game titles.This article needs an improved plot summary. The games they play are a unique combination of technology and graphic art, and game developers have continually pushed the limits of design to create exciting new settings and cutting-edge graphics. They still play in their home or dorm room with friends, but increasingly they play online as well.
Today, players are boys and girls, men and women, both young and old.
The gaming world was once populated primarily by pre-teen and teenage boys, often huddled around televisions in each other's living rooms. In the nearly four decades since the release of the Magnavox Odyssey, home video game consoles have become a significant part of American culture and the industry has grown into a multi-billion dollar enterprise. It all began with Ralph Baer, the "Father of TV Games." His ideas ushered in a new era of electronic entertainment and sparked the home video game revolution.