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"Multiplayer" redirects here. For other multiplayer games, see Game ยง Multiplayer

A multiplayer video game is a video game in which ๐Ÿ’ถ more than one person can play in the same game environment at the same time, either locally on the same ๐Ÿ’ถ computing system (couch co-op), on different computing systems via a local area network, or via a wide area network, most ๐Ÿ’ถ commonly the Internet (e.g. World of Warcraft, Call of Duty, DayZ). Multiplayer games usually require players to share a single ๐Ÿ’ถ game system or use networking technology to play together over a greater distance; players may compete against one or more ๐Ÿ’ถ human contestants, work cooperatively with a human partner to achieve a common goal, or supervise other players' activity. Due to ๐Ÿ’ถ multiplayer games allowing players to interact with other individuals, they provide an element of social communication absent from single-player games.

History ๐Ÿ’ถ [ edit ]

Some of the earliest video games were two-player games, including early sports games (such as 1958's Tennis For ๐Ÿ’ถ Two and 1972's Pong), early shooter games such as Spacewar! (1962)[1] and early racing video games such as Astro Race ๐Ÿ’ถ (1973).[2] The first examples of multiplayer real-time games were developed on the PLATO system about 1973. Multi-user games developed on ๐Ÿ’ถ this system included 1973's Empire and 1974's Spasim; the latter was an early first-person shooter. Other early video games included ๐Ÿ’ถ turn-based multiplayer modes, popular in tabletop arcade machines. In such games, play is alternated at some point (often after the ๐Ÿ’ถ loss of a life). All players' scores are often displayed onscreen so players can see their relative standing. Danielle Bunten ๐Ÿ’ถ Berry created some of the first multiplayer video games, such as her debut, Wheeler Dealers (1978) and her most notable ๐Ÿ’ถ work, M.U.L.E. (1983).

Gauntlet (1985) and Quartet (1986) introduced co-operative 4-player gaming to the arcades. The games had broader consoles to ๐Ÿ’ถ allow for four sets of controls.

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    The IW engine is a game engine created and developed by Infinity Ward for the Call of Duty series. The ๐Ÿ’ฏ engine was originally based on id Tech 3. Aside from Infinity Ward, the engine is also used by other Activision ๐Ÿ’ฏ studios working on the series, including primary lead developers Treyarch and Sledgehammer Games, and support studios like Beenox, High Moon ๐Ÿ’ฏ Studios, and Raven Software.[1][2][3]

    History [ edit ]

    IW 2.0 to IW 3.0 [ edit ]

    The engine has been distinct from the ๐Ÿ’ฏ id Tech 3 engine on which it is based since Call of Duty 2 in 2005. The engine's name was ๐Ÿ’ฏ not publicized until IGN was told at the E3 2009 by the studio that Call of Duty: Modern Warfare 2 ๐Ÿ’ฏ (2009) would run on the "IW 4.0 engine".[4] Development of the engine and the Call of Duty games has resulted ๐Ÿ’ฏ in the inclusion of advanced graphical features while maintaining an average of 60 frames per second on the consoles and ๐Ÿ’ฏ PC.

    Call of Duty 4: Modern Warfare was released using version 3.0 of the engine. This game included features such as ๐Ÿ’ฏ bullet penetration, improved AI, lighting engine upgrades, better explosions, particle system enhancements and many more improvements. Treyarch began using an ๐Ÿ’ฏ enhanced version of the IW 3.0 engine for Call of Duty: World at War.[5] Improvements were made to the physics ๐Ÿ’ฏ model and dismemberment was added. Environments also featured more destructibility and could be set alight using a flamethrower. The flamethrower ๐Ÿ’ฏ featured propagating fire and it was able to burn skin and clothes realistically. Treyarch modified the engine for their James ๐Ÿ’ฏ Bond title, 007: Quantum of Solace.[6]

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