Overview
Gaming as a social activity. Before online play dominated, multiplayer meant people in the same room. Four controllers around a television. Arguments over screen peeking. Shared victories and dramatic defeats witnessed firsthand. The N64 made four-player standard; countless friendships were tested and strengthened over GoldenEye matches and Mario Kart races.
Fast facts
- Era: Pre-broadband dominant.
- Peak: N64, PlayStation, PS2 generation.
- Decline: Online gaming rise.
- Revival: Indie appreciation.
Essential experiences
| Game |
Type |
| GoldenEye 007 |
Competitive FPS |
| Mario Kart 64 |
Racing/Battle |
| Perfect Dark |
Co-op/Versus |
| Smash Bros |
Fighting |
Social dynamics
| Aspect |
Effect |
| Screen watching |
Controversial tactic |
| Trash talk |
Immediate |
| Victory |
Witnessed |
| Defeat |
Shared embarrassment |
Hardware support
| Console |
Players |
| NES |
2 (with adapter: 4) |
| SNES |
2 (multitap: 5) |
| N64 |
4 standard |
| PlayStation |
2 (multitap: 4) |
Decline factors
| Change |
Impact |
| Online gaming |
Remote multiplayer |
| Broadband |
Always connected |
| Screen size |
Split less viable |
| Player expectations |
Online assumed |
Modern appreciation
| Development |
Note |
| Indie focus |
Local-first design |
| Nintendo |
Continued support |
| Party games |
Sustained demand |
| Nostalgia |
Retro gatherings |
See also