Online console gaming

However, neither the GameLine or PlayCable attained mainstream popularity and both services were shut down during the 1983 video game crash.

[2] 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.

[3] The first online initiative by Nintendo was the Family Computer Network System for the Famicom, only released for Japan in 1988.

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.

[1] AT&T unveiled the Edge-16, an online gaming peripheral which featured simultaneous voice and data transmission, at the 1993 Consumer Electronics Show.

[2] However, AT&T cancelled it in 1994, having decided that its $150 (USD) price tag and lack of a match-up service (meaning players would have to find someone to play with on the network themselves) would prevent it from achieving any popularity.

[9] The XBAND supported the Super NES and Sega Genesis consoles and received a mushrooming installed base (the number of users quadrupled over the second half of 1995),[9] but once the Super NES and Sega Genesis's popularity faded the peripheral was discontinued.

[1] NET Link for the Sega Saturn provided users the ability to surf the web, check email, and play multiplayer games online.

Released in 1996, the modem peripheral cost $199 (USD) and came with a web browser program and a free month of access.

[10] Despite the device's low price, strong functionality, and prominent marketing, less than 1% of Saturn owners purchased the NetLink in 1996,[11] an outcome cited as evidence that the idea of online console gaming had not yet achieved widespread interest.

However, its $599 price tag kept it from effectively competing with other internet gaming options (by comparison, the Sega Saturn and its separately sold Netlink device combined cost less than $400).

[10] The Philips CD-i and its CD-Online service (released in 1996) also rang up at less than the Pippin, but suffered from mediocre functionality.

A replacement for Sega's original, PC-only online gaming service, Heat.net, it was initially quite popular when launched on September 10, 2000.

[26] The PlayStation Network is free to use, giving the user an identity for their online presence and to earn trophies in games.

In additional, Plus subscribers gain access to free games and special deals on the PlayStation Store on a monthly basis.

Nintendo's plans include personal accounts for Wii U, digitally distributed packaged software, and paid downloadable content.

An Expansion Pass, added in October 2021, expanded this emulation service to include select Nintendo 64 and Sega Genesis games.

Subscribers also had access to unique offers for certain products, such as special Joy-Con controllers for the emulated games.

Modern consoles include an Ethernet port to allow users to plug into the consoles online gaming network. This is the location of the Ethernet port on the Xbox 360 Slim model.