to Quake. While network play was included in the original Quake game, it was optimized mainly for LAN play. Having had high-speed home connections (a rarity at the time), Quake'''s designers overlooked their assumptions of high bandwidth and low ping times that made playing online frustrating for dial-up users. After a series of experiments in a long private beta, id Software released QuakeWorld'' with a new predictive model that proved popular with both high and low latency players. See also Lag (online gaming) References Video game development