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
| Item | Purpose |
|---|
| Desktop PC | Gaming machine |
| CRT monitor | Heavy display |
| Network cables | Connectivity |
| Hub/switch | Network infrastructure |
| Surge protector | Power distribution |
Popular games
| Title | Appeal |
|---|
| Doom | Pioneer |
| Quake | Dedicated servers |
| StarCraft | RTS competition |
| Counter-Strike | Team tactics |
| Unreal Tournament | Arena combat |
Party scales
| Type | Size |
|---|
| Bedroom LAN | 2-4 players |
| Garage/basement | 8-16 players |
| Organised events | 50-100 players |
| Conventions | 1000+ players |
Network challenges
| Issue | Solution |
|---|
| IP conflicts | Manual configuration |
| Driver problems | Shared floppies |
| Game versions | Standardisation |
| Cable runs | Long ethernet |
Social dynamics
| Element | Experience |
|---|
| Face-to-face | Immediate reactions |
| All-nighters | Endurance gaming |
| Pizza/snacks | Fuel |
| Troubleshooting | Communal effort |
Major LAN events
| Event | Scale |
|---|
| QuakeCon | Thousands |
| DreamHack | World’s largest |
| Local leagues | Community-run |
Broadband impact
| Change | Effect |
|---|
| Always-on internet | Play from home |
| Matchmaking | Find opponents easily |
| Voice chat | Remote communication |
| Convenience | No transport needed |
See also