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Communities

LAN Parties

Networked gaming gatherings

LAN parties brought gamers together to connect computers for multiplayer sessions, creating communities around Doom, Quake, and StarCraft before broadband made them less necessary.

pc multiplayercommunitynetworking 1993–2010

Overview

Before reliable internet, multiplayer meant physical presence. LAN parties gathered players in basements, offices, and convention centres, connecting computers with ethernet cables for lag-free fragging. The rituals—lugging CRT monitors, troubleshooting network issues, playing until dawn—created communities and memories that online matchmaking couldn’t replicate.

Fast facts

  • Era: 1993-2010 (peak).
  • Catalyst: Doom’s network play.
  • Scale: Bedroom to convention hall.
  • Decline: Broadband proliferation.

Essential equipment

ItemPurpose
Desktop PCGaming machine
CRT monitorHeavy display
Network cablesConnectivity
Hub/switchNetwork infrastructure
Surge protectorPower distribution
TitleAppeal
DoomPioneer
QuakeDedicated servers
StarCraftRTS competition
Counter-StrikeTeam tactics
Unreal TournamentArena combat

Party scales

TypeSize
Bedroom LAN2-4 players
Garage/basement8-16 players
Organised events50-100 players
Conventions1000+ players

Network challenges

IssueSolution
IP conflictsManual configuration
Driver problemsShared floppies
Game versionsStandardisation
Cable runsLong ethernet

Social dynamics

ElementExperience
Face-to-faceImmediate reactions
All-nightersEndurance gaming
Pizza/snacksFuel
TroubleshootingCommunal effort

Major LAN events

EventScale
QuakeConThousands
DreamHackWorld’s largest
Local leaguesCommunity-run

Broadband impact

ChangeEffect
Always-on internetPlay from home
MatchmakingFind opponents easily
Voice chatRemote communication
ConvenienceNo transport needed

See also