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Se voc锚 optar por consumir bebidas energ茅ticas, 茅 recomend谩vel limita-las a
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Video game of multiple players
"Multiplayer" redirects here. For other multiplayer games, see Game 搂 Multiplayer
A multiplayer video game is a 馃寛 video game in which more than one person can play in the same game environment at the same time, either 馃寛 locally on the same computing system (couch co-op), on different computing systems via a local area network, or via a 馃寛 wide area network, most commonly the Internet (e.g. World of Warcraft, Call of Duty, DayZ). Multiplayer games usually require players 馃寛 to share a single game system or use networking technology to play together over a greater distance; players may compete 馃寛 against one or more human contestants, work cooperatively with a human partner to achieve a common goal, or supervise other 馃寛 players' activity. Due to multiplayer games allowing players to interact with other individuals, they provide an element of social communication 馃寛 absent from single-player games.
History [ edit ]
Some of the earliest video games were two-player games, including early sports games (such 馃寛 as 1958's Tennis For Two and 1972's Pong), early shooter games such as Spacewar! (1962)[1] and early racing video games 馃寛 such as Astro Race (1973).[2] The first examples of multiplayer real-time games were developed on the PLATO system about 1973. 馃寛 Multi-user games developed on this system included 1973's Empire and 1974's Spasim; the latter was an early first-person shooter. Other 馃寛 early video games included turn-based multiplayer modes, popular in tabletop arcade machines. In such games, play is alternated at some 馃寛 point (often after the loss of a life). All players' scores are often displayed onscreen so players can see their 馃寛 relative standing. Danielle Bunten Berry created some of the first multiplayer video games, such as her debut, Wheeler Dealers (1978) 馃寛 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 馃寛 had broader consoles to allow for four sets of controls.
Networked [ edit ]
Ken Wasserman and Tim Stryker identified three factors 馃寛 which make networked computer games appealing:[3]
Multiple humans competing with each other instead of a computer Incomplete information resulting in suspense 馃寛 and risk-taking Real-time play requiring quick reaction
John G. Kemeny wrote in 1972 that software running on the Dartmouth Time Sharing 馃寛 System (DTSS) had recently gained the ability to support multiple simultaneous users, and that games were the first use of 馃寛 the functionality. DTSS's popular American football game, he said, now supported head-to-head play by two humans.[4]
The first large-scale serial sessions 馃寛 using a single computer[citation needed] were STAR (based on Star Trek), OCEAN (a battle using ships, submarines and helicopters, with 馃寛 players divided between two combating cities) and 1975's CAVE (based on Dungeons & Dragons), created by Christopher Caldwell (with artwork 馃寛 and suggestions by Roger Long and assembly coding by Robert Kenney) on the University of New Hampshire's DECsystem-1090. The university's 馃寛 computer system had hundreds of terminals, connected (via serial lines) through cluster PDP-11s for student, teacher, and staff access. The 馃寛 games had a program running on each terminal (for each player), sharing a segment of shared memory (known as the 馃寛 "high segment" in the OS TOPS-10). The games became popular, and the university often banned them because of their RAM 馃寛 use. STAR was based on 1974's single-user, turn-oriented BASIC program STAR, written by Michael O'Shaughnessy at UNH.
Wasserman and Stryker in 馃寛 1980 described in BYTE how to network two Commodore PET computers with a cable. Their article includes a type-in, two-player 馃寛 Hangman, and describes the authors' more-sophisticated Flash Attack.[3] Digital Equipment Corporation distributed another multi-user version of Star Trek, Decwar, without 馃寛 real-time screen updating; it was widely distributed to universities with DECsystem-10s. In 1981 Cliff Zimmerman wrote an homage to Star 馃寛 Trek in MACRO-10 for DECsystem-10s and -20s using VT100-series graphics. "VTtrek" pitted four Federation players against four Klingons in a 馃寛 three-dimensional universe.
Flight Simulator II, released in 1986 for the Atari ST and Commodore Amiga, allowed two players to connect via 馃寛 modem or serial cable and fly together in a shared environment.
MIDI Maze, an early first-person shooter released in 1987 for 馃寛 the Atari ST, featured network multiplay through a MIDI interface before Ethernet and Internet play became common. It is considered[by 馃寛 whom?] the first multiplayer 3D shooter on a mainstream system, and the first network multiplayer action-game (with support for up 馃寛 to 16 players). There followed ports to a number of platforms (including Game Boy and Super NES) in 1991 under 馃寛 the title Faceball 2000, making it one of the first handheld, multi-platform first-person shooters and an early console example of 馃寛 the genre.[5]
Networked multiplayer gaming modes are known as "netplay". The first popular video-game title with a Local Area Network(LAN) version, 馃寛 1991's Spectre for the Apple Macintosh, featured AppleTalk support for up to eight players. Spectre's popularity was partially attributed[by whom?] 馃寛 to the display of a player's name above their cybertank. There followed 1993's Doom, whose first network version allowed four 馃寛 simultaneous players.[6]
Play-by-email multiplayer games use email to communicate between computers. Other turn-based variations not requiring players to be online simultaneously 馃寛 are Play-by-post gaming and Play-by-Internet. Some online games are "massively multiplayer", with many players participating simultaneously. Two massively multiplayer genres 馃寛 are MMORPG (such as World of Warcraft or EverQuest) and MMORTS.
First-person shooters have become popular multiplayer games; Battlefield 1942 and 馃寛 Counter-Strike have little (or no) single-player gameplay. Developer and gaming site OMGPOP's library included multiplayer Flash games for the casual 馃寛 player until it was shut down in 2013. Some networked multiplayer games, including MUDs and massively multiplayer online games (MMOs) 馃寛 such as RuneScape, omit a single-player mode. The largest MMO in 2008 was World of Warcraft, with over 10 million 馃寛 registered players worldwide. World of Warcraft would hit its peak at 12 million players two years later in 2010, and 馃寛 in 2024 earned the Guinness World Record for best selling MMO video game.[7] This category of games requires multiple machines 馃寛 to connect via the Internet; before the Internet became popular, MUDs were played on time-sharing computer systems and games like 馃寛 Doom were played on a LAN.
Beginning with the Sega NetLink in 1996, Game in 1997 and Dreamcast in 2000, game 馃寛 consoles support network gaming over LANs and the Internet. Many mobile phones and handheld consoles also offer wireless gaming with 馃寛 Bluetooth (or similar) technology. By the early 2010s online gaming had become a mainstay of console platforms such as Xbox 馃寛 and PlayStation.[citation needed] During the 2010s, as the number of Internet users increased, two new video game genres rapidly gained 馃寛 worldwide popularity 鈥?multiplayer online battle arena and battle royale game, both designed exclusively for multiplayer gameplay over the Internet.
Over 馃寛 time the number of people playing video games has increased. In 2024, the majority of households in the United States 馃寛 have an occupant that plays video games, and 65% of gamers play multiplayer games with others either online or in 馃寛 person.[8]
Local multiplayer [ edit ]
A LAN party
For some games, "multiplayer" implies that players are playing on the same gaming system 馃寛 or network. This applies to all arcade games, but also to a number of console, and personal computer games too. 馃寛 Local multiplayer games played on a singular system sometimes use split screen, so each player has an individual view of 馃寛 the action (important in first-person shooters and in racing video games) Nearly all multiplayer modes on beat 'em up games 馃寛 have a single-system option, but racing games have started to abandon split-screen in favor of a multiple-system, multiplayer mode. Turn-based 馃寛 games such as chess also lend themselves to single system single screen and even to a single controller.
Multiple types of 馃寛 games allow players to use local multiplayer. The term "local co-op" or "couch co-op" refers to local multiplayer games played 馃寛 in a cooperative manner on the same system; these may use split-screen or some other display method. Another option is 馃寛 hot-seat games. Hot-seat games are typically turn-based games with only one controller or input set 鈥?such as a single 馃寛 keyboard/mouse on the system. Players rotate using the input device to perform their turn such that each is taking a 馃寛 turn on the "hot-seat".
Not all local multiplayer games are played on the same console or personal computer. Some local multiplayer 馃寛 games are played over a LAN. This involves multiple devices using one local network to play together. Networked multiplayer games 馃寛 on LAN eliminate common problems faced when playing online such as lag and anonymity. Games played on a LAN network 馃寛 are the focus of LAN parties. While local co-op and LAN parties still take place, there has been a decrease 馃寛 in both due to an increasing number of players and games utilizing online multiplayer gaming.[9]
Online multiplayer [ edit ]
Online multiplayer 馃寛 games connect players over a wide area network (a common example being the Internet). Unlike local multiplayer, players playing online 馃寛 multiplayer are not restricted to the same local network. This allows players to interact with others from a much greater 馃寛 distance.
Playing multiplayer online offers the benefits of distance, but it also comes with its own unique challenges. Gamers refer to 馃寛 latency using the term "ping", after a utility which measures round-trip network communication delays (by the use of ICMP packets). 馃寛 A player on a DSL connection with a 50-ms ping can react faster than a modem user with a 350-ms 馃寛 average latency. Other problems include packet loss and choke, which can prevent a player from "registering" their actions with a 馃寛 server. In first-person shooters, this problem appears when bullets hit the enemy without damage. The player's connection is not the 馃寛 only factor; some servers are slower than others.
Asymmetrical gameplay [ edit ]
Asymmetrical multiplayer is a type of gameplay in which 馃寛 players can have significantly different roles or abilities from each other 鈥?enough to provide a significantly different experience of 馃寛 the game.[10] In games with light asymmetry, the players share some of the same basic mechanics (such as movement and 馃寛 death), yet have different roles in the game; this is a common feature of the multiplayer online battle arena (MOBA) 馃寛 genre such as League of Legends and Dota 2, and in hero shooters such as Overwatch and Apex Legends. In 馃寛 games with stronger elements of asymmetry, one player/team may have one gameplay experience (or be in softly asymmetric roles) while 馃寛 the other player or team play in a drastically different way, with different mechanics, a different type of objective, or 馃寛 both. Examples of games with strong asymmetry include Dead by Daylight, Evolve, and Left 4 Dead.[10]
Asynchronous multiplayer [ edit ]
Asynchronous 馃寛 multiplayer is a form of multiplayer gameplay where players do not have to be playing at the same time.[11] This 馃寛 form of multiplayer game has its origins in play-by-mail games, where players would send their moves through postal mail to 馃寛 a game master, who then would compile and send out results for the next turn. Play-by-mail games transitioned to electronic 馃寛 form as play-by-email games.[12] Similar games were developed for bulletin board systems, such as Trade Wars, where the turn structure 馃寛 may not be as rigorous and allow players to take actions at any time in a persistence space alongside all 馃寛 other players, a concept known as sporadic play.[13]
These types of asynchronous multiplayer games waned with the widespread availability of the 馃寛 Internet which allowed players to play against each other simultaneously, but remains an option in many strategy-related games, such as 馃寛 the Civilization series. Coordination of turns are subsequently managed by one computer or a centralized server. Further, many mobile games 馃寛 are based on sporadic play and use social interactions with other players, lacking direct player versus player game modes but 馃寛 allowing players to influence other players' games, coordinated through central game servers, another facet of asynchronous play.[13]
Online cheating [ edit 馃寛 ]
Online cheating (in gaming) usually refers to modifying the game experience to give one player an advantage over others, such 馃寛 as using an "aimbot" 鈥?a program which automatically locks the player's crosshairs onto a target 鈥?in shooting games.[14][15][16] 馃寛 This is also known as "hacking" or "glitching" ("glitching" refers to using a glitch, or a mistake in the code 馃寛 of a game, whereas "hacking" is manipulating the code of a game). Cheating in video games is often done via 馃寛 a third-party program that modifies the game's code at runtime to give one or more players an advantage. In other 馃寛 situations, it is frequently done by changing the game's files to change the game's mechanics.[17]
See also [ edit ]
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