In multiplayer games, each player controls their character locally. To see other players' actions, the game must send those actions over a network. For example, when Player 1 presses jump, the game sends a jump action message to Player 2. Player 2 receives this message and updates its game state to show Player 1 jumping. This process repeats continuously so all players stay in sync. Without networking, Player 2 would never know Player 1 jumped. The code example shows sending input and receiving data each frame. The execution table traces these steps clearly. This is why multiplayer requires networking.