Microsoft same-day reversal on Xbox Live Gold price doubling
windowscentral.com
windowscentral.com
https://news.xbox.com/en-us/2021/01/22/update-on-xbox-live-g...
Honestly it's such a small nitpick, but worth sharing documentation as we all improve our craft!
For instance the justification for "paid online" is usually server costs, but that's forgetting that not so long ago most (non-persistent) online games let you host your own servers if you wanted to. So they moved away from that in order to gain more control and give themselves more opportunities for monetization (loot boxes etc...) and then they use that as an excuse to ask money for online. And it worked.
Meanwhile, gamers: https://pcinvasion.com/wp-content/uploads/2017/06/modernwarf...
Big agree on the impulse control. It's worsened by the fact that, for lots of gamers, gaming is their strongest form of escapism. But I think it also compounds with this tendenct for gaming to suffer from a lot of the same polarization that's happening in politics. It's like it gets at the same core part of your lizard brain.
Instead of Red vs Blue, it's Green vs Blue (and Nintendo stands off to the side, having fun with its family in Wii Fit, and PC is in a basement garbed in dark blue worshiping GabeN and trying to summon HL3). And people will look the other way to an excessive degree while "their" team does bad stuff.
I will say that one thing gaming has that politics doesn't is "the only thing we hate as much as the other side is our side". Obviously even microsoft fanboys will be quick to turn on Microsoft if they do something obviously anti-gamer, since gamers also love to be victims.
Microsoft has public documentation that describes how it works:
> The session host is the console or device that runs the game play simulation for titles built on a host-based peer-to-peer network architecture. This console or device is typically the same as the arbiter, but it does not have to be the same.[0]
[0] https://docs.microsoft.com/en-us/gaming/xbox-live/features/m...
Just talking about authentication / autorization do you know how much it takes in term of infra at the scale of Xbox?
At a high level overview what they provide:
- authz / authn / entitlment
- rewards
- social ( voip, group, friends, chat, profil )
- achievments
- store / marketplace
- matchmaking
- leaderboard
- object storage for entities, cloud save game
Just open: https://support.xbox.com/en-US/xbox-live-status
As for gameserver the definition is very broad depending on what you do on those gameservers, some of them are heavy other are light depending of what's happening server side ( physics, ai, gameplay replication etc ... )
Also, the online services don't provide game servers, these are paid for by the game publishers.
Please don't make excuses for the anti-consumer profiteering of gigantic mega-corporations. No PC platform is 'compelled' to require payment for online play, despite many offering a similar or greater level of server to XBL or PSN.
This is so wrong, infra is very expensive for online games. It's that expensive that it's still a question to use dedicated server vs p2p because of cost.
Obviously P2P has many advantages apart from being free for the publisher - such as lower latency.
$5/month isn't an unreasonable price tag for these features, and I would happily pay double if it meant that xbox would actually remove some of the hardcore stalkers and overt pedophiles. By which I mean the networks of grown men who coordinate to target certain minors (even though the minors appear offline and block the stalkers) by fanning out across game servers. Microsoft knows about these players because they've been reported so many times and by so many different players that they have the worst Reputation Scores. This isn't to speak of the "ordinary" sexual harassment, trolling, cheating, and "unsporting behavior".
It frustrates me to no end that I can't easily reach the original material because the site wants to keep me engaged.
But what I don't understand is how 'overchoice'[1] hasn't affected Xbox GamePass adversely yet; even though hundreds, thousands of games are available for download we're limited by the time we can put into gaming and storage to download those games.
... So going through all those motions is OK for great games... but unbearable for those not up to par. I could spend some time playing a not-so-great indie plataformer, but open world action rpgs and the like must be top notch or they're painful to play.
That way players have zero input in what games get made but well-connected companies (like one from Montreal famous for bad games and bad behavior) will get your money no matter what you do.
Before I would pay $5, $10, or $20 for games with a chance I'll like them - some are worth way more, some worth way less. With Game Pass I have a 'sunk cost' so I download and try out games much more eagerly and find myself enjoying many more indie games than before.
I have seen an interview where an indie dev said that Microsoft covered their entire development cost for a game to get it on Game Pass, leaving their sales on other platforms to be 'pure profit' in a sense.
I am not having a great time with the 'traditional publishing' model of the industry right now. If it gets shaken up, that seems like a benefit to me, not a drawback.
It seems like this model is better for the consumer (pay one fee, play whatever and however much you like), but whether or not its better for the game developers, I don't know.
The Spotify model is that people who listen to Beyonce on repeat are subsidized by the person who listens to 1h of indie bands a month.
> Others want [agreements] more based on usage and monetization in whether it’s a store monetization that gets created through transactions, or usage. We’re open [to] experimenting with many different partners, because we don’t think we have it figured out. When we started, we had a model that was all based on usage. Most of the partners said, “Yeah, yeah, we understand that, but we don’t believe it, so just give us the money upfront.”
https://www.theverge.com/21611412/microsoft-phil-spencer-int...
This is unnecessary pedantry.
I’m always amazed that a $500 console can run games better than a $1500 PC. I know these consoles are sold at a loss, but how much? What are the components worth?
Also would a console be any good as a PC if you could get a common OS running on it?
I cannot think of an instance where that statement is true. Perhaps you meant $500 console can perform moderately well compared to a $1500 PC? If a game runs better on a console then its PC counterpart, then it usually the developer not optimizing the game properly.
> Also would a console be any good as a PC if you could get a common OS running on it?
PS2 OS was based on Linux. It was not impossible to get a Linux disto running. https://en.wikipedia.org/wiki/Linux_for_PlayStation_2?wprov=...
It'd be amazing if true (because it doesn't make sense), but it's not. "[The PS5] is about equivalent to a mid to high end gaming PC from five years ago" [1]
Not the section for what you get for the same price, the section for what you’d have to spend to match the specs and performance including 120fps at 4K, ray tracing, and streaming texture loads from nvme and so on.
https://www.kotaku.com.au/2020/12/ps5-xbox-series-x-cost-of-...
TL;DR: author finds the parts to build a comparable performance PC in Australian dollars would be $2600 AUD versus $750 AUD for the console.
Just imagine what would happen if someone managed to publish a TensorFlow "game" allowing you to use current gen consoles in distributed machine learning workloads.
Bravo to Microsoft for rolling this back.