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