- The Xbox was designed to be able to play online via Xbox Live (e.g. with Halo 2 that came out later in 2004), and they might have simply reused the network stack for System Link over LAN. I looked a little bit at Halo 2 system link, it uses the same system calls from the kernel but the protocol seems to be more complicated (e.g. the IV is never sent in plaintext, the two consoles derive it somehow). I haven't looked at Xbox Live, but Halo 2 could potentially use the same for System Link and Xbox Live.
- The Xbox also really tried to lock down its security in order to prevent game piracy and homebrew games. This might have been another attempt to reduce the attack surface.
- They also might have just wanted to keep their game protocols secret for trade secrets or simply avoiding scrutiny. In this case, we were able to create a kind of cheat, which they might have also wanted to avoid. Even though it is rarely an issue at LAN parties, it might have simply looked bad for the brand.
Makes me want to wipe the XBMC xbox in my parents basement and break out my Splinter Cell and memory card just to do it all again.
> For example, would it not be cool if there was a game with a stack buffer overflow bug that allowed us to run arbitrary code remotely? That could potentially enable us to softmod an Xbox over the network, without the need of any special hardware.
This isn't to say the campaign mode isn't good, but the ability for boys to play a shooter game against each other on the same console is what made that game.