90s
Today in the 90s
April 28
Through the ninetiesBlog
1995–2003

LAN Party Gaming

The local area network party—a gathering in which participants connected personal computers via Ethernet cables to play multiplayer games in shared physical proximity—represented a brief but intense technological-social phenomenon that flourished in the years between dial-up internet gaming and the broadband era. LAN parties emerged in the mid-1990s as a response to the limitations of modem-based gaming: internet connections were too slow and unreliable for smooth multiplayer experiences, but direct local network connections enabled lag-free gameplay at speeds unavailable remotely. Participants transported desktop computers, monitors, and miles of extension cords to basements, school gymnasiums, and community centers; events ranged from intimate gatherings of six friends to organized tournaments attracting thousands of participants. The canonical games of the LAN party era—Quake II and III, Counter-Strike, StarCraft, Age of Empires II, Diablo II, and later Warcraft III—were either designed with local network play as a primary feature or achieved sufficient popularity to make organized LAN competition viable. The social experience of the LAN party—dense with the smell of energy drinks, hot hardware, and fast food; occasionally interrupted by network configuration emergencies—has been romanticized by the generation that participated in it as a form of pre-social-media technological community that broadband gaming subsequently dissolved.