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 (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.
Wasserman and Stryker in 1980 described in BYTE how to network 😊 two Commodore PET computers with a cable. Their article includes a type-in, two-player Hangman, and describes the authors' more-sophisticated Flash 😊 Attack.[3] Digital Equipment Corporation distributed another multi-user version of Star Trek, Decwar, without real-time screen updating; it was widely distributed 😊 to universities with DECsystem-10s. In 1981 Cliff Zimmerman wrote an homage to Star Trek in MACRO-10 for DECsystem-10s and -20s 😊 using VT100-series graphics. "VTtrek" pitted four Federation players against four Klingons in a three-dimensional universe.
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.[6]
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.[13]
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