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Hub AI
Online console gaming AI simulator
(@Online console gaming_simulator)
Hub AI
Online console gaming AI simulator
(@Online console gaming_simulator)
Online console gaming
Online console gaming involves connecting a console to a network over the Internet for services. Through this connection, it provides users the ability to play games with other users online, in addition to other online services.
The three most common networks now are Microsoft's Xbox network, Sony's PlayStation Network, and Nintendo's Nintendo Switch Online and Nintendo Network. These networks feature cross platform capabilities which allows users to use a single account. However, the services provided by both are still limited to the console connected (e.g. an Xbox One cannot download an Xbox 360 game, unless the game is part of the Xbox 360 to Xbox One backwards compatibility program).
Additional services provided by these networks include the capability of buying additional games, online chatting, downloadable content, and game demos.
The earliest experiments relating to online connectivity on game consoles were done as far back as the early 1980s. For some consoles, Dial-Up internet connectivity was made available through the use of special cartridges, along with an adapter. The GameLine for the Atari 2600 and the PlayCable for the Intellivision are two notable examples of this. Services like these did not have multiplayer online gaming capability, but did allow users to download games from a central server and play them, usually requiring a fee for continued access. However, neither the GameLine or PlayCable attained mainstream popularity and both services were shut down during the 1983 video game crash.
During the 1990s a number of online gaming networks were introduced for home consoles, but due to a multitude of problems they failed to make a significant impact on the console gaming industry. For a number of years such networks were limited to the Japanese market. In a November 1996 interview, Shigeru Miyamoto remarked that online multiplayer gaming had not achieved mainstream success, and would not for a long while yet, because the technology of the time could not provide the quick-and-easy startup that general consumers would want from a "plug and play" console.
The first online initiative by Nintendo was the Family Computer Network System for the Famicom, only released for Japan in 1988. This device allowed users to access things such as game cheats, stock trades, weather reports, and some downloadable content for their games. It failed to catch on.
The Sega Net Work System (Sega Meganet) was a network service in Japan for people using the Sega Mega Drive. Debuting in 1990, this service worked with the Game Toshokan (literally meaning "Game Library") cartridge to download games on the console (meaning that the game would have to be re-downloaded each time). Players attached a Mega Modem (modem, with a speed of 1,600 to 2,400 bit/s) to the "EXT" DE-9 port on the back of the Mega Drive, and used it to dial up other players to play games. There was a monthly fee of ¥800. The service was also in North America under the name "Tele-Genesis" at the Winter Consumer Electronics Show (Winter CES) in January 1990, but it was never released for the region.
Sega then brought a similar online service to North America, the Sega Channel, debuted in December 1994. Sega Channel provided users the opportunity to download new games straight to their consoles with the purchase of a cartridge similar sold through General Instruments. The service cost $15 (USD) per month and at one point had over 250,000 American subscribers while also building a following overseas but Sega decided to halt the project and provide an online portal in their new console the Sega Saturn.
Online console gaming
Online console gaming involves connecting a console to a network over the Internet for services. Through this connection, it provides users the ability to play games with other users online, in addition to other online services.
The three most common networks now are Microsoft's Xbox network, Sony's PlayStation Network, and Nintendo's Nintendo Switch Online and Nintendo Network. These networks feature cross platform capabilities which allows users to use a single account. However, the services provided by both are still limited to the console connected (e.g. an Xbox One cannot download an Xbox 360 game, unless the game is part of the Xbox 360 to Xbox One backwards compatibility program).
Additional services provided by these networks include the capability of buying additional games, online chatting, downloadable content, and game demos.
The earliest experiments relating to online connectivity on game consoles were done as far back as the early 1980s. For some consoles, Dial-Up internet connectivity was made available through the use of special cartridges, along with an adapter. The GameLine for the Atari 2600 and the PlayCable for the Intellivision are two notable examples of this. Services like these did not have multiplayer online gaming capability, but did allow users to download games from a central server and play them, usually requiring a fee for continued access. However, neither the GameLine or PlayCable attained mainstream popularity and both services were shut down during the 1983 video game crash.
During the 1990s a number of online gaming networks were introduced for home consoles, but due to a multitude of problems they failed to make a significant impact on the console gaming industry. For a number of years such networks were limited to the Japanese market. In a November 1996 interview, Shigeru Miyamoto remarked that online multiplayer gaming had not achieved mainstream success, and would not for a long while yet, because the technology of the time could not provide the quick-and-easy startup that general consumers would want from a "plug and play" console.
The first online initiative by Nintendo was the Family Computer Network System for the Famicom, only released for Japan in 1988. This device allowed users to access things such as game cheats, stock trades, weather reports, and some downloadable content for their games. It failed to catch on.
The Sega Net Work System (Sega Meganet) was a network service in Japan for people using the Sega Mega Drive. Debuting in 1990, this service worked with the Game Toshokan (literally meaning "Game Library") cartridge to download games on the console (meaning that the game would have to be re-downloaded each time). Players attached a Mega Modem (modem, with a speed of 1,600 to 2,400 bit/s) to the "EXT" DE-9 port on the back of the Mega Drive, and used it to dial up other players to play games. There was a monthly fee of ¥800. The service was also in North America under the name "Tele-Genesis" at the Winter Consumer Electronics Show (Winter CES) in January 1990, but it was never released for the region.
Sega then brought a similar online service to North America, the Sega Channel, debuted in December 1994. Sega Channel provided users the opportunity to download new games straight to their consoles with the purchase of a cartridge similar sold through General Instruments. The service cost $15 (USD) per month and at one point had over 250,000 American subscribers while also building a following overseas but Sega decided to halt the project and provide an online portal in their new console the Sega Saturn.
