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History of Pimp Empires Game

 

Early 2004 we started playing online text-based games, we realised how addictive they were. After a couple months we wondered how hard it would be to do our own, with no programming skills or design skills it seemed like an impossible task.

We found a pimp script online for sale, after purchasing spent around eight weeks trying to understand code, it almost meant nothing but we knew we had to do something slightly different, even if it just consisted of changing the layout slightly.

August 4, 2004 pimpwarsonline.com was born. After going online we had around 10 players and this is how it stayed for several months, although we had massive plans we didn't realistically know how to add anything. We had no staff tools, no way of telling whether anybody was cheating, let alone exploiting holes in the code.

The next 12 months was the biggest learning curve we had, we developed a staff backend which logged what the players did, we also added factories to the game. This was probably the development that made this game different to any other current online pimp game.

In 2006 we changed the domain name to pimpempires.com to coincide with releasing a new version of the game, this was the first time the game seen a major change. We included skins to change the look and feel, as well as added more buildings, guns and cars.

Over the next five years we continue to develop and add things like truces, extra limitations on players. The biggest and most significant change during this time would be to the rules, we allowed working together. Not essentially because we wanted to but because we knew when we were a beat. With telephone, MSN and many other ways of communicating it was practically impossible to enforce the rule of no working together.

That brings us to version 4 released in 2011, despite the many improvements to the travel system, the way the city works the way the gangs interact the main significant change is not to limit the players. Truces have been removed, gangs have been limited to four which are randomly selected when a player logs in.

We are looking forward to the Q4 2011 with significant advertising and different ways of pushing the new game play to make a fairer, less obvious strategy and above all great game to play.

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