Here's a number that reframes this: a local switch adds under one millisecond, while a typical online match adds 30 to 100 milliseconds of round-trip latency. My opponent's small-town point is fair: online definitely reaches more people. But reach is distribution, not quality. A better multiplayer system produces shared presence, immediate accountability, and stable conditions. LAN delivers all three by design; online buys scale by accepting latency, anonymity, and fragmented patches. So if "better" means widest access, the other side wins. If it means strongest shared play, LAN wins. The topic asks better, not bigger.