Sign in
HomeMechanicsMultiplayer & Social
Mechanic family

Multiplayer & Social

Other humans, from two people at one cabinet in 1972 to a hundred strangers matched by rating and a ping system that replaces speech.

Mechanics 17 Earliest 1972 Latest 2019

Pong's Same-Screen Two-Player remains undefeated for legibility: one screen, two people, immediate social consequence. Spy vs Spy splits the viewport in 1984 and thereby invents asymmetric information between people sitting on the same couch. Doom's Networked Deathmatch then puts four players on a network with no rules and creates competitive PC gaming, along with a great deal of corporate IT policy. Quake's Internet Client-Server Play supplies the authoritative-server engineering everything after it depends on.

Persistence follows connectivity. Ultima Online's Persistent Shared World is the most ambitious thing the medium has attempted — an economy and a society that continue without you — and its Player Guilds and Clans convert retention into obligation to other people. EverQuest's Coordinated Raid Encounters demand dozens of synchronized players and remain the medium's only real orchestra. Halo 2's Automated Skill Matchmaking then deletes the server browser and makes competitive play a console-scale product, which is the precondition for Call of Duty 4's Persistent Multiplayer Progression, where losing still pays.

Designers keep re-arguing how much other people should be allowed to cost you. Demon's Souls treats multiplayer as weather: bloodstains, scrawled warnings, and sudden hostile invasions you did not opt into. Escape from Tarkov's Extraction Risk/Reward Loop restores real stakes by letting strangers take your equipment permanently. Fortnite's Cross-Platform Play and Apex Legends' Non-Verbal Ping Communication push the other way, lowering the cost of playing with people — one by removing platform walls, the other by removing the need to speak at all, which happens to solve localization, accessibility, and voice harassment in a single feature.

The family, in order of arrival

Every mechanic in this family

Multiplayer & Social · 1972
Same-Screen Two-Player
Same-screen two-player puts two people at one display with their own controls, so both see identical information and e…
Origin: Pong
Multiplayer & Social · 1984
Split-Screen Simultaneous
Split-screen play divides one display into separate viewports, so players sharing a room can occupy different parts of…
Origin: Spy vs Spy
Multiplayer & Social · 1993
Networked Deathmatch
Networked deathmatch connects several machines over a local network so players fight each other inside the same simula…
Origin: Doom
Multiplayer & Social · 1996
Internet Client-Server Play
Internet client-server play puts one authoritative server in charge of game state while clients predict their own acti…
Origin: Quake
Multiplayer & Social · 1997
Persistent Shared World
A persistent shared world runs continuously on servers whether or not any particular player is present, so thousands o…
Origin: Ultima Online
Multiplayer & Social · 1997
Player Guilds and Clans
Player guilds and clans are formal in-game organisations with names, membership rolls and ranks, letting groups of pla…
Origin: Ultima Online
Multiplayer & Social · 1999
Coordinated Raid Encounters
Coordinated raid encounters are large scripted fights that require dozens of players to execute assigned roles in sequ…
Origin: EverQuest
Multiplayer & Social · 2001
Drop-In Co-op Campaign
A drop-in co-op campaign lets a second player join the main story mode at any point without ceremony, playing the same…
Origin: Halo: Combat Evolved
Multiplayer & Social · 2003
Lane-Push Objective Structure
Lane-push structure organises a mirrored map into fixed paths where automated unit waves advance under tower cover, an…
Origin: Defense of the Ancients
Multiplayer & Social · 2004
Automated Skill Matchmaking
Automated skill matchmaking assembles balanced matches from a queue, sorting players by rating, party and chosen playl…
Origin: Halo 2
Multiplayer & Social · 2007
Persistent Multiplayer Progression
Persistent multiplayer progression awards experience for every match played rather than only for wins, unlocking weapo…
Origin: Call of Duty 4: Modern Warfare
Multiplayer & Social · 2009
Asynchronous Invasion & Messages
Asynchronous invasion and messaging lets players leave written signs, replay ghosts and death marks in each other's wo…
Origin: Demon's Souls
Multiplayer & Social · 2016
Asymmetric Multiplayer Roles
Asymmetric multiplayer gives opposing sides different rules, abilities, goals and sometimes cameras, so balance is neg…
Origin: Dead by Daylight
Multiplayer & Social · 2017
Extraction Risk/Reward Loop
Extraction loops let players carry their own equipment into a hostile map where every gain and loss is permanent, and …
Origin: Escape from Tarkov
Multiplayer & Social · 2017
Shrinking-Circle Battle Royale
Shrinking-circle battle royale drops many players into one map without equipment and forces them together using a boun…
Origin: PUBG: Battlegrounds
Multiplayer & Social · 2018
Cross-Platform Play
Cross-platform play allows people on consoles, computers and phones to share matches and friend lists, breaking the co…
Origin: Fortnite Battle Royale
Multiplayer & Social · 2019
Non-Verbal Ping Communication
Non-verbal ping communication turns one context-sensitive button into a grammar for marking loot, enemies, places and …
Origin: Apex Legends

Inherited from other families

Mechanics outside this family that parent something inside it — where the cross-pollination happens.

Exported to other families

← Previous familyInterface & Meta Next family →Strategy & Tactics