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[1], 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 (e.g. World of Warcraft, Call of Duty, DayZ). 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.

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 Super Mario Bros. for the NES and 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.


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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)[2] and early racing video games such as Astro Race (1973).[3] 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).

MIDI Maze, an early first-person shooter released in 1987 for the Atari ST, featured network multiplay through a MIDI interface before Ethernet and Internet play became common. It is considered[by whom?] the first multiplayer 3D shooter on a mainstream system, and the first network multiplayer action-game (with support for up to 16 players). There followed ports to a number of platforms (including Game Boy and Super NES) in 1991 under the title Faceball 2000, making it one of the first handheld, multi-platform first-person shooters and an early console example of the genre.[7]

Networked multiplayer gaming modes are known as "netplay". The first popular video-game title with a Local Area Network(LAN) version, 1991's Spectre for the Apple Macintosh, featured AppleTalk support for up to eight players. Spectre's popularity was partially attributed[by whom?] to the display of a player's name above their cybertank. There followed 1993's Doom, whose first network version allowed four simultaneous players.[8]

Play-by-email multiplayer games use email to communicate between computers. Other turn-based variations not requiring players to be online simultaneously are Play-by-post gaming and Play-by-Internet. Some online games are "massively multiplayer", with many players participating simultaneously. Two massively multiplayer genres are MMORPG (such as World of Warcraft or EverQuest) and MMORTS.

First-person shooters have become popular multiplayer games; Battlefield 1942 and Counter-Strike have little (or no) single-player gameplay. Developer and gaming site OMGPOP's library included multiplayer Flash games for the casual player until it was shut down in 2013. Some networked multiplayer games, including MUDs and massively multiplayer online games (MMOs) such as RuneScape, omit a single-player mode. The largest MMO in 2008 was World of Warcraft, with over 10 million registered players worldwide. World of Warcraft would hit its peak at 12 million players two years later in 2010, and in 2023 earned the Guinness World Record for best selling MMO video game.[9] This category of games requires multiple machines to connect via the Internet; before the Internet became popular, MUDs were played on time-sharing computer systems and games like Doom were played on a LAN.

Over time the number of people playing video games has increased. In 2020, the majority of households in the United States have an occupant that plays video games, and 65% of gamers play multiplayer games with others either online or in person.[10]

For some games, "multiplayer" implies that players are playing on the same gaming system or network. This applies to all arcade games, but also to a number of console, and personal computer games too. Local multiplayer games played on a singular system sometimes use split screen, so each player has an individual view of the action (important in first-person shooters and in racing video games) Nearly all multiplayer modes on beat 'em up games have a single-system option, but racing games have started to abandon split-screen in favor of a multiple-system, multiplayer mode. Turn-based games such as chess also lend themselves to single system single screen and even to a single controller.

Not all local multiplayer games are played on the same console or personal computer. Some local multiplayer games are played over a LAN. This involves multiple devices using one local network to play together. Networked multiplayer games on LAN eliminate common problems faced when playing online such as lag and anonymity. Games played on a LAN network are the focus of LAN parties. While local co-op and LAN parties still take place, there has been a decrease in both due to an increasing number of players and games utilizing online multiplayer gaming.[11]

Online multiplayer games connect players over a wide area network (a common example being the Internet). Unlike local multiplayer, players playing online multiplayer are not restricted to the same local network. This allows players to interact with others from a much greater distance.

Playing multiplayer online offers the benefits of distance, but it also comes with its own unique challenges. Gamers refer to latency using the term "ping", after a utility which measures round-trip network communication delays (by the use of ICMP packets). A player on a DSL connection with a 50-ms ping can react faster than a modem user with a 350-ms average latency. Other problems include packet loss and choke, which can prevent a player from "registering" their actions with a server. In first-person shooters, this problem appears when bullets hit the enemy without damage. The player's connection is not the only factor; some servers are slower than others.

Asynchronous multiplayer is a form of multiplayer gameplay where players do not have to be playing at the same time.[15] This form of multiplayer game has its origins in play-by-mail games, where players would send their moves through postal mail to a game master, who then would compile and send out results for the next turn. Play-by-mail games transitioned to electronic form as play-by-email games.[16] Similar games were developed for bulletin board systems, such as Trade Wars, where the turn structure may not be as rigorous and allow players to take actions at any time in a persistence space alongside all other players, a concept known as sporadic play.[17]

These types of asynchronous multiplayer games waned with the widespread availability of the Internet which allowed players to play against each other simultaneously, but remains an option in many strategy-related games, such as the Civilization series. Coordination of turns are subsequently managed by one computer or a centralized server. Further, many mobile games are based on sporadic play and use social interactions with other players, lacking direct player versus player game modes but allowing players to influence other players' games, coordinated through central game servers, another facet of asynchronous play.[17]

All of our multiplayer games are free-to-play, and most of them are available to play in your web browser. Free-to-play games are entirely free, but some offer the option to buy cosmetic items and occasionally other in-game items.

Multiplayer games host two or more players that compete and cooperate. The games are usually online, with the option to play solo. Many multiplayer games feature competition from gamers worldwide. Others are simple, addictive, and fun games that are great for people of all ages.

While I see multiplayer mode as one of the most innovative features ever for design processes and collaboration (especially during pandemic remote work), it has also created several anxiety triggers for me due to excessive-always-on collaboration. Every time I see an avatar or a cursor popping out, my anxiety hits me badly.

As far as being able to turn off multiplayer mode, how would you see that working? Would it be a temporary thing? Would editors who have access to the file no longer be able to access it? Would this action be limited to the file owner, or would anyone be able to turn it off? 0852c4b9a8

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