History of Video Games

Lesson 6 of 8

Online Gaming

Discover how LAN parties, broadband, and matchmaking servers connected millions of players across the globe.

🟡 Intermediate 90 XP

Learn it

Before the internet was common in every home, playing with friends meant sitting on the same sofa or carrying heavy desktop computers to someone's house for a LAN party!

As home internet became faster with broadband, everything changed. Suddenly, you could team up with or battle against players on the other side of the planet at any time of day.

From virtual worlds like World of Warcraft to intense squad battles in Halo and Counter-Strike, online games turned gaming into a vibrant worldwide social network.

Key terms

Latency (Ping)
The time (measured in milliseconds) it takes for a data packet to travel from your computer to the server and back.
LAN (Local Area Network)
A network connecting computers in close physical proximity, such as within a single room or building.
Client-Server Model
A networking structure where all player devices (clients) communicate directly with a central authoritative host (server).
Rollback Netcode
A networking system that predicts inputs instantly and rewinds the game state seamlessly if a prediction error occurs.

Journey of a Multiplayer Network Packet

Follow what happens when you click the mouse to fire a weapon in an online game.

  1. 1Input Timestamp: Your game client records the button press, attaches a timestamp, and predicts local movement immediately.
  2. 2UDP Transmission: The input is bundled into a lightweight UDP network packet and sent through your router across the internet.
  3. 3Server Authorisation: The central game server verifies that your action was legal and computes the hit collision.
  4. 4State Broadcast: The server broadcasts the updated match state to all connected players to keep everyone in sync.

Checking Network Latency (Ping)

pythondef assess_connection_quality(ping_ms):
    if ping_ms < 30:
        return 'Excellent (LAN / Fibre)'
    elif ping_ms < 80:
        return 'Good (Smooth online play)'
    elif ping_ms < 150:
        return 'Moderate (Noticeable latency)'
    else:
        return 'High Latency (Rubber-banding likely)'

print(assess_connection_quality(24))
print(assess_connection_quality(180))

Game engines measure round-trip ping to determine how far into the past or future to extrapolate player positions.

Try it

Identify which of these are real networking technologies used in online gaming:

Rollback Netcode predicts player inputs to eliminate perceived lag in fast games.

Quantum Beam Cables are required by all home broadband routers to join matches.

Client-Server Architecture validates gameplay actions on a central host to deter cheating.

Voice over IP (VoIP) compresses voice audio into network packets for real-time team chat.

Challenge

Explain the difference between TCP and UDP protocols and why most fast-paced multiplayer games choose UDP.

Pick whichever way suits you — every mode earns the same bonus XP.

Write at least 40 more characters to submit.

Mark your own work

Guided walkthrough — 0/5 clues revealed

  1. Clue 1 locked — reveal it only if you get stuck.
  2. Clue 2 locked — reveal it only if you get stuck.
  3. Clue 3 locked — reveal it only if you get stuck.
  4. Clue 4 locked — reveal it only if you get stuck.
  5. Clue 5 locked — reveal it only if you get stuck.

Each clue costs 5 XP (never below 23 XP). You'd earn 45 XP right now.

Extension: Write a short explanation of how lag compensation (peekers advantage) affects competitive first-person shooters.

Quiz time

Question 1 of 4Score 0

What is ping (latency) in online gaming?