Comment by sempron64

6 hours ago

It's amusing to me that in the 90s you could easily play Quake or Doom with your friends by calling their phone number over the modem whereas now setting up any sort of multiplayer essentially requires a server unless you use some very user-unfriendly NAT busting.

Modems were pretty sweet.

With a modem, we were able to make 1:1 direct serial connections to any other modem in the world that was connected to the Public Service Telephone Network (although for things like gaming, it was usually only local because long distance calls were expensive).

A ton of games didn't even use things like TCP/IP. They'd instead use their own simple serial protocols that were designed without the constraint of handling the whole universe of things that TCP/IP needed to be able to sort.

Just plan and set it up during a plain-old voice phone call, hang up the phone, and then have one modem call the other.

Or: If both parties were feeling adventurous, then an existing voice phone call could be turned into a data call with one end commanding their modem with ATX3D (initiate a call without waiting for a dialtone, to a <null> phone number) and the other issuing ATA (just answer) at about the same time. (This latter method avoided having the phones in the house ring unnecessarily for one party or the other, which kept peoples' parents or wives from waking up in the middle of the night and becoming grumpy.)

Modems were functionally-simple devices that certainly had their limitations, but there was a certain grace in the simplicity of using them.

And they were an excellent fit for the world at that time, wherein: Approximately every home that had a computer was also a home that had a POTS phone line.

(In a way, we had better direct connectivity back then than we do today with the CGNAT-encumbered pocket supercomputers that have broadly replaced POTS.)

Glad you mentioned DOOM! Sometimes people forget that DOOM supported multiplayer as early as December 1993, via a serial line and February 1994 for IPX networking. 4 player games on a LAN in 1994! On release, TCP/IP wasn't supported at all, but as the Internet took off, that was solved as well. I remember testing an early-ish version of the 3rd party iDOOM TCP setup driver from my dorm room (10 base T connection) when I was supposed to be in class, and it was a true game changer.

  • What was even more amazing is you could daisy chain serial ports on computers to get multiplayer Doom running. One or more of those links could even be a phone modem.

    Downside is that your framerate was capped to the person with the slowest computer, and there was always that guy with the 486sx25 who got invited to play.

I wonder if there is a way to use tailscale to make it easy again?

  • Quite literally folks have done this for decades using Hamachi.

    • Hamachi and STUN were what I was thinking of when I referred to user-unfriendly NAT busting. It's true that these are not much harder to get working than a modem, but they don't match up with modern consumer expectations of ease-of-use and reliability on firewalled networks. It would be nice if Internet standards could keep up with industry so that these expectations could be met. It's totally understandable where we've landed due to modern security requirements, but I still feel something has been lost.

      1 reply →

You usually just need to forward a port or two on your router. That gets through the NAT because you specify which destination IP to forward it to. You also need to open that port in your Windows firewall in most cases.

Some configuration, but you don't have to update the port forwarding as often as you would expect.

The reason you can't just play games with your friends anymore is that game companies make way too much money from skins and do not want you to be able to run a version of the server that does not check whether you paid your real money for those skins. Weirdly, despite literally inventing loot boxes, Valve does not suffer from this sometimes. TF2 had a robust custom server community that had dummied out checks so you could wear and use whatever you want. Similar to how Minecraft still allows you to turn off authentication so you can play with friends who have a pirate copy.

  • Starcraft could only do internet play through battle.net, which required a legit copy. Pirated copies could still do LAN IPX play though, and with IPX over IP software you could theoretically do remote play with your internet buddies.

    By the way, this is why bnetd is illegal to distribute and was ruled such in a court of law: authenticating with battle.net counts as an "effective" copy protection measure under the DMCA, and providing an alternate implementation that skips that therefore counts as "circumvention technology".