Internet Client-Server Play
Internet client-server play puts one authoritative server in charge of game state while clients predict their own actions locally, keeping play responsive across connections that are slow and unreliable.
Authority sits in one place. Clients send inputs rather than outcomes, the server simulates and returns state, and each client meanwhile predicts the result of its own input so movement feels immediate; when the server disagrees, the client is corrected, which is the rubber-banding players recognise. Interpolation smooths other players' movement, and lag compensation rewinds the world briefly to judge whether a shot connected.
id Software released Quake in 1996, and the network model that made internet play workable arrived through an updated client later that year, written after the original struggled over dial-up connections. Client-side prediction was the crucial addition. Constraints were physical: latency across the public internet cannot be removed, so the engineering problem was never speed but disguising delay convincingly enough to keep matches fair.
Everything social in the medium since rests on this architecture, from persistent worlds to matchmaking to competitive leagues, and an authoritative server remains the main defence against cheating. Costs are ongoing rather than one-off, because servers must be paid for, which turned multiplayer into a service with a lifespan. Games whose servers close become unplayable in a way that cartridges never were.
Lineage — traced back to a root
Every mechanic in this dataset resolves to an ancestral chain. This one is 5 steps deep, beginning with Object Collision As Verb in 1962.
Descends directly from
Forked into
Ultima Online applied it to a persistent world, Counter-Strike built competitive play on dedicated servers, Halo 2 took it to consoles, and Demon's Souls used it for asynchronous contact.
Carried forward by 38 later games
Everything downstream
12 mechanics ultimately descend from this one.
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Also called: client-server, netcode, online multiplayer