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Xbox Live Q&A (bra lesestoff)


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Sony has had its network adapter for the Playstation 2 game console out for a few months now with some games like SOCOM and Madden NFL 2003 online compatible. Nintendo has just released its own dial-up and broadband adapter for the GameCube with just one game, Phantasy Star Online, supporting it. Soon it will be Microsoft's turn to officially enter the online console race with Xbox Live. In semi-open beta for several months now, the service officially launches next week with the sale of the $50 Xbox Live kit and a number of Xbox Live Games like NFL 2K3, MechAssault, Moto GP, Unreal Championship and many more ready to greet players. HomeLAN got a chance to chat with Microsoft's Andre Vrignaud, the director of technical strategy for Xbox Live to find out more about the company's plans for the online gaming market.

 

 

 

HomeLAN - It's been a few months now since active beta testing has started on Xbox Live. Are you happy with the results so far?

 

 

 

Andre Vrignaud - The beta program has been going great! Players have been excited to help us test the service, and the feedback we’ve received so far has been extremely positive. Even as we’re working out some final kinks to get everything ready, gamers are having a blast on Xbox Live.

 

 

 

HomeLAN - Broadband online gaming has always been a goal of the Xbox, but so far broadband is not available and not priced as well as dial-up services. Given this, what are Microsoft's expectations on how many users it will have will Xbox Live officially launches?

 

 

 

Andre Vrignaud - In preparation for the future, we put broadband capabilities in every single Xbox. Gamers have told us they don’t want a watered-down online experience on a 56k connection. For example, we are dedicated to creating a world-class community for gamers, and you just can’t have a community without quality voice. You really need broadband to deliver real-time, multi-channel voice.

 

 

 

We intend to keep pushing online gaming forward by offering a great experience without compromises. The success of Xbox Live will not be determined in the first month. We’re looking at this as a 20-year initiative.

 

 

 

HomeLAN - How easy is it for game developers to make a game work with the Xbox Live service?

 

 

 

Andre Vrignaud - Ask some of them! To make an online game work, developers and publishers no longer have to set up expensive server hardware, hire additional maintenance or bring on additional customer support. Game designers are freed to make incredible online games because they know they can let Xbox Live take care of the plumbing.

 

 

 

HomeLAN - Even with the broadband connection built in, players will still need to pay Microsoft to enable the Xbox Live service and some people feel that defeats the purpose of having the broadband already including instead of being offered as an add-on hardware product. What is your response to this concern?

 

 

 

Andre Vrignaud - Do people also expect to receive cable television for free if their set has the jack for it? There’s basic TV, and there’s HBO - we’re delivering the HBO for online gaming.

 

 

 

The reality is that to do broadband gaming correctly on a console, there is a great cost in setup, maintenance, working with developers to build Xbox Live support into games, security, customer service, and so on. For the small base subscription fee, gamers get voice support in every title, an environment free from cheaters, smooth gameplay, an ID that works in every single Xbox Live game, content downloads, player rankings, and really the best online gaming experience available anywhere.

 

 

 

 

HomeLAN - Even though people will pay about $50 for the Xbox Live service when they first buy the communicator and disks, Microsoft will still ask for a person's credit card. Why was this decision made?

 

 

 

Andre Vrignaud - Asking for credit card information serves three purposes: it allows parents to protect against their children getting on the service without their permission, it’s a security/verification measure to make sure you actually exist (which is key to having a single Gamertag being your online representation), and it also enables premium content purchases, should you choose to make them.

 

 

 

HomeLAN - About how many Xbox Live communicator sets will be on sale when Xbox Live launches on Nov. 15?

 

 

 

Andre Vrignaud - We expect to sell more than 100,000 Xbox Live starter kits this holiday. By the end of next year, we expect to have hundreds of thousands of subscribers.

 

 

 

HomeLAN - Can you describe briefly the hardware and infrastructure Microsoft has built for the Xbox Live service?

 

 

 

Andre Vrignaud - Wow - tough one to describe “briefly” Without going into too many details due to security concerns, Xbox Live currently has four data centers across the world. Two in Washington state, one in Japan and one in London. These are hard-core data centers - we’re not talking about a closet with a T1 and a server. They’re guarded and monitored 24 hours a day, have biometric security, redundant everything (cooling, power, internet connectivity, hardware, etc.), and make a heck of a racket with all the air-conditioning going on!

 

 

 

 

HomeLAN - Microsoft is currently not allowing game publishers to host their own Xbox Live servers. Why was this decision made and is it possible Microsoft will open up the Xbox Live service to third parties in the future?

 

 

 

Andre Vrignaud - Actually, this isn’t the case. Although we don’t comment on the terms we have with any publishers, it is possible for a publisher to host their own servers for the Xbox Live service. As you might imagine, we will work with them to protect the sanctity and security of the service and to make sure their hardware integrates seamlessly and securely into Xbox Live.

 

 

 

So to answer your question: Yes, it is absolutely technically possible for publishers to run their own servers.

 

 

 

 

HomeLAN - What is your opinion on Sony's and Nintendo's plans for online gaming with the PlayStation 2 and the GameCube, respectively?

 

 

 

Andre Vrignaud - The PlayStation 2 online plan is chaotic. Once you can find and purchase a network adapter and get it set up, every single game is a puzzle. Will my favorite name be available in this game? Does this game support voice communication? Does this game support 56k and broadband or just broadband? Do I have to open ports in my firewall or router? How do I find out if my buddies are online in other games? Which password did I use for this game?

 

 

 

So far, voice doesn’t seem to really be an option in Sony games except for SOCOM - and even then, Sony has an odd approach to voice communication. At the moment, the SOCOM headset only works with SOCOM itself. Voice isn’t available in the game lobbies where players still have to type. Within the game itself, players must hold down a button to “send in” their message with only one player able to speak at a time. Not being able to talk in real time really slows down the flow of the game.

 

 

 

Nintendo? While we have great respect for the company and their games, we can’t really comment on their online strategy since there’s not much out there.

 

 

 

 

 

HomeLAN - Games already out like NFL Fever 2003 and Sega's NFL 2K3 will have Xbox Live support. Will these games require downloads to fully implement their online aspects?

 

 

 

Andre Vrignaud - Both titles are already fully Live-enabled from launch. In fact, our Beta users have been playing both a great deal! That said, one of the advantages of having a hard drive on the system is that downloadable content can be made available which will update and refresh the games. I suspect both titles will have updates such as new rosters.

 

 

 

HomeLAN - Having a hard drive will in theory enable the Xbox to accept extra content for games. How will this be handled by Xbox Live and its supported games?

 

 

 

Andre Vrignaud - In theory? In practice, games will be adding new content to games right from launch. Expect to see all sorts of new content through Xbox Live in the coming months. MechAssault will be adding new multiplayer maps, more ‘Mechs, and even new game types. Unreal Championship will also be adding new multiplayer maps. Xbox Live-enabled sports games will update rosters. Even offline games like Splinter Cell and Toe Jam and Earl 3 will allow gamers to add new levels through Xbox Live.

 

 

 

HomeLAN - How will Microsoft handle attempts at cheating and hacking in Xbox Live games?

 

 

 

Andre Vrignaud - Microsoft has made security a top priority for Xbox Live. One of the advantages of running a unified service is that we monitor it 24 hours a day, and can react as needed to protect our users against cheating. Microsoft will defend the gaming experience for our users on Xbox Live, and will not approve the use of any game cheating devices for the Xbox gaming platform. Our service approach to online gaming allows us to better detect and respond to problems within the online gaming community. Additionally, the language in our user agreement allows for the protection of our platform.

 

 

 

With a unified service, users attempting to access Xbox Live with modified hardware or unapproved software can be stopped. Their Xbox Live user account and Xbox may be blocked from accessing the service in the future.

 

 

 

HomeLAN - Currently how many Xbox Live games will be available by the end of 2002 and by the end of 2003?

 

 

 

Andre Vrignaud - We’re expecting around 15 Xbox Live-enabled games through the end of the year, with more than 50 available by the end of 2003. There are currently more than 60 game companies creating Xbox Live games.

 

 

 

HomeLAN - What are some of your favorite Xbox Live games that are in the works?

 

 

 

Andre Vrignaud - Wow - another tough question! It’s sort of like asking a kid in a candy shop which jar of candy to start at! Well, for one I’m really excited about MechAssault - technically, it’s not in the works anymore since we just RTMed, but it’s a fantastic jump-in and play experience - and ‘dem buildings sure blow up good! In the same current game vein, Unreal Championship is also a blast - team-modes such as Bombing Run are fantastic when you have real-time voice communication with your teammates… really makes you realize what you’re missing when you go play something without it!

 

 

 

Counter-Strike is another title I’m looking forward to next year - great team game, and once you’ve played with voice there’s just no going back. Having the ability to talk in real-time while going through a mission is key!

 

 

 

We’ve also got a couple of MMORPGs that we’re working on with the publishers - the game Micro Forte is working on (which I can’t name yet), and Star Wars: Galaxies are two that jump to mind. Again, voice is a great asset here - we’ve been playing builds of Phantasy Star Online, and the game just seems to flow so much more smoothly when you can just talk naturally.

 

 

 

That said, I’m most excited about Halo 2! It’s sort of frustrating saying so since we can’t talk about Bungie’s plans for the title yet, but rest assured that Halo 2 will really show off what the Xbox platform is capable of - you ain’t seen nothing yet!

 

 

 

HomeLAN - Finally, Microsoft is putting a lot of money into the development of Xbox Live. Do you feel that it will ultimately be profitable for the company to support online gaming via the Xbox?

 

 

 

Andre Vrignaud - I’ll put it this way… BillG doesn’t just hand out money for us to go play with without good reason. He strongly believes in our ability to build a great online community where you can go and play games - easily, intuitively, and securely, without fear of cheating. To mangle a quote, “If we build it, they will come” - and we believe the only way to have you guys come is to deliver a great service at a great value. So far, the excitement around Live has been everything we could ask for, and people are pouring in. So yes, we believe Xbox Live has great potential to be successful, not just for Microsoft, but for the entire gaming community.

 

 

 

In the end it’s all about the games and gamers - if you guys aren’t successful at getting what you want from the service, neither are we.

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