Networking Games

Posted by Horoscope-Astrology | 12:52 AM | 0 comments »

A 300-person LAN party in Germany.
In modern computer games, the word multiplayer usually implies that the players play together by connecting multiple computers via a network, usually either a LAN or the Internet. This form of multiplayer is sometimes called "netplay" to refine the meaning. The first popular videogaming title to release a LAN version was Doom in 1993, when the first network version of the game allowed a total of four simultaneous gamers. Playing networked multiplayer games via LAN often eliminates problems common in Internet play, such as lag and anonymity of players. As a result, multiplayer games usually are the focus of LAN parties. Play-by-email games are multiplayer games that use email as the method of communication between computers. Other turn-based variations which do not require players to be online at the same time are Play-by-post gaming and Play-by-Internet. Some online games are "massively multiplayer" games, which means that a large number of players participate simultaneously. The two major genres are MMORPG (massively multiplayer online role-playing game) such as World of Warcraft or EverQuest and MMORTS (massively multiplayer online real-time strategy).

Some networked multiplayer games do not even feature a single-player mode. For example, MUDs and massively multiplayer online games, such as RuneScape are multiplayer games by definition. First-person shooters have become very popular multiplayer games and games like Battlefield 1942 and Counter-Strike gained their fame despite not featuring extensive (or any) single-player plot or gameplay. The biggest MMOG in the world is Lineage out of South Korea with 14 million registered gamers which is played in several mostly Asian countries. The biggest Western MMOG in 2008 is World of Warcraft with over 10 million registered gamers worldwide. This category of games currently requires multiple machines to connect to each other over the Internet, but before the Internet became popular, MUDs were played on time-sharing computer systems, and games such as Doom were played on a LAN.

Gamers often refer to latency by the term ping, which measures round-trip network communication delays (by the use of ICMP packets). For example, a player on a DSL connection with a 50 ms "ping" will be able to react faster to game events than a modem user with 350 ms average latency. Another popular complaint is packet loss and choke, which can render a player unable to "register" their actions with the server. In first-person shooters, this problem usually manifests itself in the problem of bullets appearing to hit the enemy, but the enemy taking no damage. Note that the player's connection is not the only factor; the entire network path to the server is relevant, and some servers are slower than others. While latency is frequently complained about, many players believe a lack of finesse and decent tactics is more damaging than a slow connection in most games. Major and frequent variations in latency, however, can be another story; these can make it very difficult to properly play the game.

Starting with Sega Dreamcast in 2000, game consoles have also begun to support network gaming, over both the internet and LANs. Many mobile phones and handheld consoles also offer wireless gaming through Bluetooth or similar technologies.

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