Multiplayer
Multiplayer gaming: from early two-player games to global online communities.
A multiplayer video game is a video game in which more than one person can play in the same game environment at the same time, either locally on the same computing system (couch co-op), on different computing systems via a local area network, or via a wide area network, most commonly the Internet. Multiplayer games usually require players to share a single game system or use networking technology to play together over a greater distance; players may compete against one or more human contestants, work cooperatively with a human partner to achieve a common goal, or supervise other players' activity. Due to multiplayer games allowing players to interact with other individuals, they provide an element of social communication absent from single-player games.
Quick Facts
- Notable developer (later entries)
- DICE (for Medal of Honor 2010 multiplayer)
Lore & Background
The history of multiplayer video games extends over several decades, tracing back to the emergence of electronic gaming in the mid-20th century. One of the earliest instances of multiplayer interaction was witnessed with the development of Spacewar! in 1962 for the DEC PDP-1 computer by Steve Russell and colleagues at the MIT. During the late 1970s and early 1980s, multiplayer gaming gained momentum within the arcade scene with classics like Pong and Tank. The transition to home gaming consoles in the 1980s further popularized multiplayer gaming. Titles like Golden Axe for the Sega Genesis introduced cooperative and competitive gameplay. Additionally, LAN gaming emerged in the late 1980s, enabling players to connect multiple computers for multiplayer gameplay, popularized by titles like Doom and Warcraft: Orcs & Humans. Players can also play together in the same room using splitscreen.
Reader's Guide
Non-networked: Some of the earliest video games were two-player games, including early sports games (such as 1958's Tennis For Two and 1972's Pong), early shooter games such as Spacewar! (1962) and early racing video games such as Astro Race (1973). The first examples of multiplayer real-time games were developed on the PLATO system about 1973. Multi-user games developed on this system included 1973's Empire and 1974's Spasim; the latter was an early first-person shooter. Other early video games included turn-based multiplayer modes, popular in tabletop arcade machines. In such games, play is alternated at some point (often after the loss of a life). All players' scores are often displayed onscreen so players can see their relative standing. Danielle Bunten Berry created some of the first multiplayer video games, such as her debut, Wheeler Dealers (1978) and her most notable work, M.U.L.E. (1983). Gauntlet (1985) and Quartet (1986) introduced co-operative 4-player gaming to the arcades. The games had broader consoles to allow for four sets of controls.
Networked: Ken Wasserman and Tim Stryker identified three factors which make networked computer games appealing: Multiple humans competing with each other instead of a computer; Incomplete information resulting in suspense and risk-taking; Real-time play requiring quick reaction. John G. Kemeny wrote in 1972 that software running on the Dartmouth Time-Sharing System (DTSS) had recently gained the ability to support multiple simultaneous users, and that games were the first use of the functionality. DTSS's popular American football game, he said, now supported head-to-head play by two humans. The first large-scale serial sessions using a single computer were STAR (based on Star Trek), OCEAN (a battle using ships, submarines and helicopters, with players divided between two combating cities) and 1975's CAVE (based on Dungeons & Dragons), created by Christopher Caldwell (with artwork and suggestions by Roger Long and assembly coding by Robert Kenney) on the University of New Hampshire's DECsystem-1090. The university's computer system had hundreds of terminals, connected (via serial lines) through cluster PDP-11s for student, teacher, and staff access. The games had a program running on each terminal (for each player), sharing a segment of shared memory (known as the "high segment" in the OS TOPS-10).
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