The History of Online Gaming (From BBS to FPS, MMOs, & the eSports Boom)
The history of online gaming is hard to imagine without considering its massive impact on our world today. Millions of people log in every day to play and be part of something bigger than themselves. Yet, as we immerse ourselves in these virtual worlds, it’s easy to forget that online gaming, as we know it, is the result of decades of technological evolution and cultural shifts.
Think back to the early days of gaming, when computers were clunky and slow, and multiplayer meant you had to share the same screen. Today, online gaming is a global interconnected experience that has outgrown those humble beginnings.
But how did we get here? How did something that started as a few lines of code evolve into a global phenomenon, reshaping how we interact, entertain ourselves, and even build careers?
This is the history of online gaming, from the first games of the 1970s to today’s VR.
PLATO & the Early Networked Games of the 1970s
The history of online gaming begins at an unlikely source: an educational system that would unexpectedly revolutionize multiplayer gaming. At the University of Illinois, a system called PLATO (Programmed Logic for Automatic Teaching Operations) was developed, originally intended as an educational tool. But PLATO would soon become much more than that. Its network capabilities allowed users to connect, paving the way for the first inklings of what we now recognize as multiplayer online gaming.
Among PLATO’s many innovations were three games that laid the foundation for online multiplayer and role-playing games:
- Empire (1973): A space combat game where multiple players commanded ships in a shared universe.
- Spasim (1974): A 3D multiplayer shooter, an early precursor to the first-person shooter genre.
- Dungeon (1975): A text-based dungeon crawler, one of the first role-playing games that set the stage for the future of RPGs.
By the late 1970s, Roy Trubshaw and Richard Bartle developed MUD1 (1978), a multi-user dungeon. This game allowed players to enter a shared virtual world, interacting with each other and the environment in real-time. It was the precursor to the modern MMORPGs (Massively Multiplayer Online Role-Playing Games) that would dominate the gaming industry in the decades. Through text alone, players could forge alliances, explore vast worlds, and engage in collaborative storytelling, a core element of what online gaming would become.
The Rise of the Gaming Industry in the 1980s
In the 1980s, a new era of video gaming began to take shape. And if there was one name that defined the early days of this revolution, it was Atari. Founded in 1972 by Nolan Bushnell, Atari was (and remains) a cultural cornerstone. Its hit game Pong, a simple table tennis simulation, swept across arcades in the early ’70s, marking the first time many people encountered video gaming.
But Atari’s real coup came with the launch of the Atari 2600 in 1977. This console, with its iconic joystick and plug-in cartridges, brought gaming into the home in a way no other platform had. Suddenly, video gaming wasn’t just for arcades; it was something you could do on your couch, in your pajamas, at any time.
While the Atari 2600 wasn’t capable of online play, it set the stage for something much bigger: it made video games a household name. With classics like Space Invaders and Pac-Man, Atari shaped home entertainment as we know it today.
Notable Game Development Companies
While Atari was making waves, other game development companies were beginning to rise and leave their mark on the industry:
- Nintendo, originally a playing card company, made a pivotal shift in the 1980s with the release of the Nintendo Entertainment System (NES). This console became a massive success, introducing iconic characters like Mario and laying the groundwork for one of gaming history’s most successful and beloved franchises.
- Sega, known initially for its arcade games, followed closely behind. They would go on to release the Sega Genesis in 1988, which brought the iconic Sonic the Hedgehog and cemented Sega’s place in the gaming world, setting the stage for fierce competition with Nintendo.
- Activision, founded in 1979 by former Atari employees, took a different route. It was the first independent video game developer, allowing it to publish games without being tied to a console manufacturer. Activision would later grow to become one of the biggest names in the gaming industry, responsible for massive franchises like Call of Duty.
The Bulletin Board Systems (BBS) Era & the Birth of Community Gaming
While industry giants like Atari, Nintendo, and Sega were bringing gaming into homes, a quieter revolution was unfolding online. Throughout the 1980s, Bulletin Board Systems (BBS) began to pop up, mostly unnoticed by the broader public. For those who had a modem and the patience to navigate the clunky dial-up connections, BBS platforms offered something revolutionary: a way to connect with other players in an era long before the mainstream internet.
These systems allowed users to access a host computer, often run by hobbyists, to exchange messages, join discussions, and play multiplayer games. One of the most popular games during this era was TradeWars 2002 (1984), a simple, turn-based space trading game where players could build empires and combat each other. Its success came from being a community – much like today’s Fortnite or Minecraft.
These BBS games were a far cry from modern immersive multiplayer experiences. The visuals were minimal, the gameplay slow, and every action was a series of calculated choices rather than fast-paced button-mashing. But that didn’t don’t matter. What mattered was the connection. For the first time, players interacted not just with a screen but with each other.
The Internet Revolution & the Emergence of True Online Games (1990s)
The 1990s were a time of seismic shifts. The internet was no longer a distant, experimental network used by academics. It was becoming something the average person could connect to. And with that connection came the dawn of true online gaming.
In 1983, the ARPANET (the precursor to the modern internet) transitioned to the TCP/IP protocol. Consequently, by the early 1990s, as more homes gained access to the internet, game developers began experimenting with how they could take advantage of this newfound connectivity.
The LAN Era & the Rise of Multiplayer Shooters
Before internet speeds were reliable enough to handle the massive multiplayer worlds of today, another type of connection bridged the gap: Local Area Networks (LANs). Gamers, hungry for new experiences, started hosting LAN parties: gatherings where friends would connect their computers in the same physical space to play multiplayer games together. These events became legendary in the early 90s, especially as titles like Doom (1993) and Quake (1996) took center stage.
Doom, developed by id Software, was a fast-paced, blood-pumping first-person shooter, offering a glimpse into the future of multiplayer gaming. Players could connect via LAN and battle each other in deathmatches, an entirely new concept at the time. Doom laid the groundwork for the future of first-person shooters (FPS), but more importantly, it hinted at the potential of online gaming, where players could face off against each other from opposite sides of the world. The hunger for multiplayer mayhem was palpable, and as internet access spread, it was only a matter of time before developers found a way to take these LAN experiences online.
The Birth of Massively Multiplayer Online Games (MMOs)
By the late 1990s, as the internet reached millions of homes, Massively Multiplayer Online (MMO) games began to emerge. These virtual worlds allowed thousands of players to exist and interact simultaneously. Ultima Online (1997)was one of the first major successes in this genre, giving players the ability to immerse themselves in a persistent world.
Next came EverQuest (1999), a game that expanded the MMO concept to new heights. With its vast player base, intricate world-building, and complex social systems, EverQuest created a virtual society parallel to the real world. Players spent hours—days, even—building their lives within this universe, where every decision and interaction had lasting consequences, making the game feel truly alive.
MMOs Dominate the Early 2000s – The World of Warcraft Phenomenon
The 2000s saw the MMO genre reach new levels of popularity, with World of Warcraft (2004) leading the charge. Developed by Blizzard Entertainment, WoW, as it became affectionately known, became a cultural phenomenon. At its peak in 2010, World of Warcraft boasted over 12 million subscribers, offering players vast landscapes to explore—from haunted forests to fiery dungeons—all while interacting with thousands of others in real time.
What set World of Warcraft apart was its strong sense of community. Players formed guilds, which transcended mere in-game alliances and fostered real-world friendships. These guilds banded together for massive raids, where coordination and communication were essential to defeat towering bosses.
The success of WoW sparked a rapid expansion in the MMO genre, with developers racing to create the next immersive universe. EVE Online introduced a radically different experience, where players piloted spaceships, traded, and even engaged in political intrigue within a persistent galaxy. In EVE, players controlled the economy, politics, and even wars, offering an unprecedented level of player agency that made it one of the most unique MMOs of its time.
The Console Revolution – Dreamcast to Xbox Live
The late 1990s and early 2000s marked a turning point in the history of online gaming, as consoles embraced online connectivity. Sega led the charge with the Dreamcast in 1999, the first console with a built-in modem. Players could connect to the internet and play games like Phantasy Star Online, allowing global multiplayer experiences. While the Dreamcast ultimately failed commercially due to fierce competition from Sony’s PlayStation 2, it paved the way for future online console gaming.
In 2002, Microsoft took online console gaming to the next level with the launch of Xbox Live. Unlike Sega’s fragmented approach, Xbox Live offered a unified platform for multiplayer matches, voice chat, and downloadable content. For a small subscription fee, players could now strategize and bond with teammates worldwide, moving beyond the confines of their living rooms.
Halo 2 (2004) became a watershed moment, pushing Xbox Live into the mainstream. Its seamless multiplayer integration, matchmaking, leaderboards, and voice chat set a new standard. Around the same time, Sony’s PlayStation Network (PSN) followed suit, introducing similar online services for PlayStation users.
The Impact of Social & Mobile Gaming
As the history of online gaming entered the 2010s, a significant shift occurred with the rise of mobile gaming and social media-integrated games. These platforms introduced gaming to a much wider audience, particularly those who might not have previously identified as “gamers.”
One of the most influential games of this era was FarmVille, launched on Facebook in 2009. It allowed users to manage virtual farms while interacting with their friends. The simplicity of the gameplay, combined with its seamless integration into social media, made FarmVille a phenomenon.
Meanwhile, mobile gaming skyrocketed, bringing with it blockbuster hits like Clash of Clans, Candy Crush Saga, and Pokémon Go. These games attracted millions of casual players who otherwise might not have engaged with traditional gaming platforms like consoles or PCs. Candy Crush, in particular, revolutionized the “freemium” model, offering free gameplay with in-app purchases that generated billions in revenue.
The Rise of eSports & Competitive Gaming
As online multiplayer games grew, a new frontier emerged, turning gaming from a hobby into a competitive sport. eSports, the organized competitive play of video games, had been bubbling beneath the surface since the late 1990s. Still, by the 2000s, it began to take center stage.
Early eSports tournaments for games like StarCraft and Counter-Strike attracted modest crowds, but they hinted at something bigger. In South Korea, StarCraft became a national phenomenon. Top players were treated like celebrities, with tournaments broadcast on television and millions tuning in to watch. South Korea’s love for StarCraft was the first sign that gaming could transcend mere entertainment and become a spectator sport, with professional players, dedicated fans, and sponsorship deals.
In the West, games like Counter-Strike and Warcraft III became the bedrock of the competitive gaming scene. Tournaments were held in convention centers and at LAN parties, with cash prizes and trophies awaiting the winners. The audience for these events grew as the internet made it easier for players to connect and compete. What started as a niche, underground culture was slowly becoming mainstream.
Streaming & Gaming Celebrities
In the 2010s, professional eSports tournaments gained popularity, along with streaming platforms like Twitch, YouTube Gaming, and Facebook Gaming. These platforms transformed gaming into a spectator sport and gave rise to the content creation industry. Professional streamers like Ninja and PewDiePie became celebrities in their own right, amassing millions of followers and influencing gaming culture and trends.
Games like League of Legends, Dota 2, and Counter-Strike: Global Offensive became the dominant eSports titles, each boasting millions of players and viewers. Tournaments for these games offered prize pools in the millions, with top players becoming international superstars.
The International Dota 2 Championship symbolized just how far eSports had come. In 2019, the tournament’s prize pool exceeded $34 million, dwarfing the payouts of many traditional sporting events.
With professional teams, corporate sponsorships, and live streaming, eSports officially became a global sport.
The Next Chapter in the History of Online Gaming
As the 21st century progresses, the potential for eSports and online gaming only grows. Technological innovations like cloud gaming, virtual reality, and cross-platform play constantly expand the boundaries of what’s possible.
But at its core, the heart of online gaming remains the same: connection. And as the history of online gaming continues to unfold, it shows no signs of slowing down.