Quantcast [Edit] Happy Birthday Xbox LIVE! - Ozymandias

[Edit] Happy Birthday Xbox LIVE!

It's amazing to think about, but Xbox LIVE turns five this Thursday. Yep, the service officially launched almost five years ago on November 15th, 2002 - and somehow, it it really doesn't feel that long! I've mentioned it in the past, but I joined Microsoft specifically because I was excited about what LIVE could become. To quote myself...

After SSI I joined the Total Entertainment Network (TEN) where I helped build one of the first online gaming networks. In fact, TEN is one of the major reasons I joined Microsoft as Xbox Live is, in many ways, a modern version of what we tried to do with TEN (except that now we have a much larger audience, huge broadband penetration, and Daddy Warbucks backing us up.)

... and indeed, I feel as though we've delivered on much of what online gaming promises. I say "much" because I feel as though there are still plenty of new areas to go and innovate in. But it's safe to say that Xbox LIVE has set the new bar for what an online gaming community should look like... and there's plenty more coming.

I joined Microsoft back in 2002 thanks to my then (and often) manager Scott Henson. He was looking for someone to help pull together the LIVE story that the teams were building and get on the road to work with partners to support our platform. This was an amazing, crazed time to join the team. In my first days Scott gave me literally a foot-tall stack of specs, documentation, and presentations that had been created over the last year as a way to jumpstart my immersion into the Borg. ;) I'll always remember sitting outside Starbucks with my two dogs at the Redmond Town Center as I read through the tome. Several things struck me then: 1) half of the docs contradicted the other half (since things were moving so quickly), and 2) the Redmond Town Center was the cultural heart of Redmond (and there ain't much there!) I was able to resolve the cultural aspect by buying a house on the Westside in Seattle, but it took all of us months to ride herd on LIVE as it jelled and build out the external presentation for partners.

I was just reviewing some of those old presentations. Beyond the predominance of green throughout the decks, I was struck by just how closely we were able to deliver on our original vision. For example, here's our ambition statement, word-for-word:

To deliver the best games on the best platform

  • Both on and offline
  • Best customer experience

To create a unified service that allows Gamers to play with friends!

  • New types of game experiences
  • Expansion of online gaming beyond niche

To create an ecosystem produces revenue for everyone

  • New revenue streams for all partners

It's great to look back and see that we delivered on every point. I'm particularly proud that we were able to deliver a service that's valuable to both end-users and development/publisher partners. It's a virtuous cycle that's healthy for everyone involved - and you can't have one without the other. Oh - and I love the oldschool "Gamers" with a capital "G." We're always looking out for you, baby. ;)

It's also interesting to see that our LIVE Anywhere vision (which I've discussed in the past a few times) was alive and well from the very first days of Xbox LIVE (although my early slide notes called it "Always Live".) Check out this slide from one of the decks:

The Original LIVE Anywhere Vision

It's funny how the green color and the original Xboxes make it feel a bit retro... brings me back. Anyway, this was a talking slide, where we'd highlight the different elements of the online service that fed the virtuous cycle we were hoping to build. People could play games on the box, yet stay connected with friends and community outside the box via Messenger and other Messenger-enabled mobile devices. We talked about how people could connect to the community on the box, even without a game in the drive (an interesting harbinger of the Xbox 360's guide, no?) And we even talked about how you'd be able to access that community on the web (as you can see here today). Sure, Penny Arcade made fun of us (warning: language may offend), but I think they'd agree that this constantly-connected community is a key element of LIVE today.

It's important to remember that when we first starting talking about Xbox LIVE there were many who were skeptical (to say the least!) Won't go into details as to whom, but some believed it was too early to launch a broadband service. PC gaming was the prevalent example, which lead to some people stating that a paid service would never fly; others insisted that gamers didn't want to talk when gaming, they wanted keyboards. I personally spent years evangelizing co-op support with many folks just not understanding the importance (but I must also give huge props to Ubisoft, especially Ubisoft Montreal for being right on top of it early on!)

The idea of creating downloadable content was also surprisingly hard to sell - it was a big leap of faith to believe people might actually pay to extend their game experience. (Interestingly, enabling downloadable demos was where people naturally gravitated... which obviously helped feed our Xbox 360 thinking.) Finally, don't even start me on the discussions around LIVE TCRs (or Technical Certification Requirements). TCRs are how we enforce those key areas that are required for a game to support to enable a consistent platform experience. Back then, if you created a LIVE title you needed to manually code features such as a Friends list, and how it sorted, and how presence was displayed, and how invites would be sent, and how they'd be received, and how you'd send a voice message... the list goes on and on. We were able to solve some of this with code modules a developer could drop in and skin, but man... there were some painful discussions when we were first out there selling the vision.

Today the world is completely different, and LIVE has set the bar for what online gaming and an online community should look like. What's fascinating to me is how long that bar has been in place - check out this snippet from a post by Penny Arcade's Tycho way back in May of 2004:

Online was the only thing that Microsoft could accomplish to a greater degree than any of their competitors, and they have spent more money than you or I will ever see in our lifetimes insuring that their solution for networked play is the jewel of this console generation. If you don't believe me, just go send a friend a voice message when you add him to your list on the Playstation 2. Oh, that's right - no universal list, no voice messages, no built-in panel for the management of contacts. I forgot. How about sending him a request to play a game while he is playing any other game on the service, let them pop the disc out, put in the other one and automatically join your s**t on the Cube? Oh right! Online play on the cube, save for one or two titles, doesn't exist. There's no service framework, and no service framework will ever materialize for the system. The Xbox has its own things to answer for when it comes to the support of Japanese developers, who hold the keys to the console kingdom. But where online is concerned, you literally cannot f**k with these.

Today broadband and in-game voice support is ubiquitous, and competitive console platforms are flattering us by absorbing our ideas (though reading above, not all of them... even today.) LIVE has extended to the PC via Games for Windows - LIVE (and we see other PC online gaming platforms absorbing "console" LIVE features as well.) The Xbox 360 has launched with the idea of the entire console being LIVE (not just the games), which meant we could absorb many of those TCRs that developers had to suffer through. And Marketplace has set a new bar for Electronic Software Distribution (or ESD). Today arcade games, playable demos, games videos, downloadable content, movies, TV shows, themes, and gamer pictures all flow through the service on demand, supported by a robust, worldwide microtransaction system. Don't underestimate the importance of this. It's very hard to do right, and that platform has enabled a lot of partners to bring you content that they might not have been able to otherwise.

To wrap up, do you remember that "Live Anywhere" vision slide from earlier that showed how the vision was in place from the very beginning? As I look ahead at our thinking for the next five years, I can honestly say you haven't seen anything yet. There are new visions being built as we speak, and I for one am looking forward to where we are on the tenth anniversary of LIVE.

Finally, I wanted to say a big thank you to the internal platform teams, account managers, developer account managers, game developers, publishers, and gamers who have all supported LIVE over the years. Between us all we've built something that's turned skeptics into believers, sets the bar for online gaming and community, and will continue to set the bar even higher going forward. Thank you, and good gaming!

Happy Birthday LIVE!

(No cake, sorry - it's a lie, after all.)

[Edit: couldn't talk about it before, but yes, Xbox original titles will be available this holiday for download. I can't talk about the Fall update beyond whatever our PR team has announced, but I can say that Psychonauts works and plays just fine. I never had the opportunity to finish this one on Xbox, but I can tell you I'm going to make a point of doing so this time around. It's one of those great games that just fell through the cracks when released - sort of like Beyond Good and Evil (another classic). Well worth your time.

In a totally non-related subject, finished Portal with a friend yesterday... no spoilers, but worth finishing if only for its originality and the final credit song!]

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Comments

Natedogg said:

You guys have done a great job, thanks!!

# November 13, 2007 9:14 AM

redman042 said:

Yes, I have to say, you guys have rocked online play like no one else. That one feature is why I believe the 360 is leagues beyond the competition. The Nintendo and Sony fanboys may tout Blu-Ray and Cell processors and motion sensing controllers all day long, and while they are cool in their own right, nothing immerses me in the gaming experience as much as playing a huge selection of terrific games online with close friends and strangers from all over the world in the Xbox Live environment. Hey, it's okay to be a Sony or Nintendo fan.  But if you are a true gamer, you really need to get a 360 also.  Because if you don't, you are truly missing out on the best online play that modern technology has to offer.

Great job guys, and happy birthday!

# November 13, 2007 9:39 AM

PhillyRampage said:

Congrats!!! I've been there almost from day one and I remember that first game of NFL 2k3(? I can't remember which 2k it was) and the first time I send out a friend request to somebody. It was a great experience then and it's a great experience now.

Thanks

# November 13, 2007 9:46 AM

Matt G. said:

You fine folks have done an excellent job with the XBox 360 (aside from the whole RRoD issue) and Xbox Live.  It's honestly more important to gaming than the Wii controller for many folks, and it's what will help make Xbox the brand to beat in the homes this Christmas/Holiday season and beyond.

Kudos to all of you, and keep up the good work.  Oh, and holler at someone to make GunValkyrie and MVP Baseball 2006 Backward compatible. :)

# November 13, 2007 9:58 AM

Robin said:

"Expansion of online gaming beyond niche (...) It's great to look back and see that we delivered on every point."

OK, wooaah there.

How many Gold subscribers worldwide are there now? I honestly don't know, as MS have still never published figures.

Congrats on building a truly great walled garden, that achieves what it was designed for (to milk a limited number of active repeat customers), rather than what was loftily claimed of it (to be a ubiquitous platform for all kinds of online games). I still remember when MS execs would seriously suggest that single player games were on the way out, and that the majority of the Xbox userbase would play games online.

Gamers and the creative drivers of the industry would be better served by a free, open, cross-platform solution, but we know that corporate-level Microsoft policy prevents you from offering this. (You know, the same kind of unworkable, protectionist mandates that broke the Zune, forced DRM into everything, and back in the last century, had to be fought against tooth and nail for DirectX to happen at all.)

By now Xbox users could be enjoying cross platform games, and MMOs, and dedicated servers, and modes of communication other than voice, and different revenue models, and (by dropping the ridiculous subs fee) the majority of the userbase trying online play instead of just teenage Counter-Strike alumni willing to pay an upfront fee and only interested in buying shooters and racing games.

Instead, any criticism of Live was (and going by your PA quote, still is) met with limp, disingenuous comparisons to the online offerings on platforms that didn't even ship with ethernet ports.

Here's to the next five years - maybe we won't have to wait that long before Xbox 360 owners get an MMO.

(I don't count the FFXI port as it's pretty obvious that wouldn't have been viable for SquareEnix under normal circumstances.)

Phew, that was a lot of spleen, but only fair as a counterpoint to your backslapping - of course there are elements of the wider service which are fully deserving of kudos, like XBLA, and pioneering DLC, and the focus on community and a consistent interface. It's just a shame that the online gaming part is limited by design to only ever cater to an increasingly narrow niche.

# November 13, 2007 9:59 AM

WarriorSan said:

Congrats!! I'm xbox live subscriber since day 1 (14 march 2003, Europe) and xbox is the best console to play online for sure..Xbox Live has evolved since then to a great service although I miss some things like:

The good ingame clan support from the old days (Ubisoft games for instance)

The many free ingame content;)

..and ofcourse the chat function with multiple people at ones (man I had some crazy / fun conversations back then.. Well maybe in future updates?...

# November 13, 2007 10:07 AM

Deano said:

We kind of take the service for granted but when renewal time comes around I still feel it's worth the money.

I do hope the day comes that tournaments can be created within the dashboard for any game - the promise of tournaments was something MS touted but hasn't actually happened in a meaningful way.

# November 13, 2007 11:15 AM

Budman said:

I've been there since before day one.  As one of the Beta Testers of the original XBox Live service I can remember the first experience of getting everything connected, slipping in the Beta Disc and playing Moto GP online.  

Having come from the PC environment and the hit or miss online play that was available, it was great to have a solid online gaming network to play through.

# November 13, 2007 11:19 AM

BDR Daz said:

You know what , People like to jump down your throats when things go wrong (Which is almost never) But since I joined Xbox LIVE , I can honestly say it has been the best experience of my life ... No other console has (And won't in the near future) a more connected and community based online environment

Thanks to all your hard work and lets see what is round the corner for the next 5 years ;)

Happy Birthday Xbox Live

# November 13, 2007 4:12 PM

imaginedbug said:

How did you, Microsoft, deliver "the best games on the best platform"? Sure, a handful of titles are/were first-party in development and publishing, but the majority was 3rd parties delivering the high quality gaming experience.

Plus, you can hardly call the original Xbox "the best platform" considering the lousy controllers that shipped with it, unless you only look at the console itself of course...

Still -- I won't comment on the currently non-existant Live Anywhere -- I think Live is great the way it is now. Sure, plenty of things that need work, but let's wait until after the dashboard update before pointing them out again... Aww shucks, I have to throw multi-person private chat in here.

# November 14, 2007 7:46 AM

Jonathan P. said:

I was a beta tester since day one.  I still fondly remember that RC game demo that you guys sent out.  Anyway, I love how Live has evolved over the years to what it is today.  

# November 14, 2007 8:09 AM

Robin said:

Thanks for filtering out my previous comment, on reflection it was too antagonistic, and I can do without the inevitable fanboy backlash that would have ensued.

I still don't know how you can claim that XBL has resulted in "Expansion of online gaming beyond niche". It seems to me that it's homed in on a niche (18-25 American males who like racers and shooters) and saturated it, to the exclusion of all else.

# November 14, 2007 9:32 AM

Aedrin said:

"Gamers and the creative drivers of the industry would be better served by an ad-supported, unstable/inconsistent, cross-platform solution"

There, I fixed that sentence for you.

# November 14, 2007 1:27 PM

RDJ134 said:

I never tought this whas going to so huge, now i am playing every day on Xbox Live. And somtimes i voice chat with my friends. Congrats with the five years and on to the Ten!!

# November 14, 2007 4:57 PM

Robin said:

Aedrin, I can only assume you have limited experience of online games on any other platform to hold such a distorted view.

There are other revenue models than a platform-level subscription or ads. (Or using both, as XBL does.)

Having a consistent interface / unified ID isn't dependent on locking developers into a closed platform.

Forcing all games on the platform to use XBL for  network play is analogous to a hardware manufacturer demanding all developers license and use the same game engine, even if they have their own which works perfectly well. The games that don't neatly fit into the arbitrary subset of the system's actual technical capabilities Live supports just don't get made. It's creative interference.

Don't get me wrong, XBL works brilliantly at implementing a specific subset of online gaming. And I'll even concede that since the move to the 360 developers have been given more freedoms, in a piecemeal fashion. But five years later and with no viable solution for MMO games or cross-platform games in sight, you have to question whether MS are motivated to remove these barriers.

If the beneficial features that have been implemented under the Xbox Live banner are so unique and intrinsic to the system, MS wouldn't need to contractually prohibit third parties from using their own solutions, of which several mature examples exist on the PC.

If this barrier was removed, gamers/devs who are happy with the XBL system would still be able to use it, and everyone else would be have a choice to play less restricted online games with a larger pool of users. Sure, they might have to type in registration details on occasion (horrors!), but there seem to be several million PC gamers who have survived this terrible inconvenience.

If a product or service doesn't have to compete on it's own merits, it stagnates.

# November 14, 2007 5:08 PM

cc99999 said:

Hey Oz,

Have you guys considered that Xbox Live isn't really configured to support "total implementation"? I am currently sitting on 339 games played (thanks to importing PAL and NTSC J consoles and buying games from Play-Asia and European Stores) and the performance of Xbox.com especially when I'm trying to view games and compare games with other collectors is dreadfully slow.

I think Gamertag Gary Leeds and I have the most games of anybody on the service, and it is virtually impossible for me to load the compare to screen to look at our cards.

What's going to happen when more mainstream users get to 300 or so games played in a year or so? What's going to happen if I choose to play every title? Will the system support that kind of record keeping?

# November 15, 2007 9:22 AM

Ozymandias said:

Hey cc9999 - I wouldn't worry here... no idea what the issue might be in your case (I don't have it with around 280+ games played), but if it becomes an issue it's certainly something that we can address. :)

# November 15, 2007 4:50 PM

Ozymandias said:

Re: Don't get me wrong, XBL works brilliantly at implementing a specific subset of online gaming. And I'll even concede that since the move to the 360 developers have been given more freedoms, in a piecemeal fashion. But five years later and with no viable solution for MMO games or cross-platform games in sight, you have to question whether MS are motivated to remove these barriers."

Suspect this is just a time and space thing. Games for Windows - LIVE absolutely enables crossplatform gaming, so you can check that off the list. And MMOs? Put yourself in the shoes of any MMO developer - you want a large subscription base, and to do that you need a large install base. It just doesn't make finanical sense to release an MMO in the first few years of a console platform's life... add in development time, and you can understand why there aren't traditional MMOs yet. There's no reason MMOs can't be supported on the platform... my guess is this is a very different conversation a few years from now.

# November 15, 2007 4:53 PM

Robin said:

"Games for Windows - LIVE absolutely enables crossplatform gaming, so you can check that off the list."

With all due respect, a comment like that suggests you need to get out more. ;) Gamers in the real world don't view the "Microsoft ecosystem" as the be all and end all of where they can play games. Not just yet anyway!

Telling PC gamers that the walled garden can be extended a little bit if they're willing to pay is not a cross platform solution that serves the interest of publishers or gamers in any meaningful sense.

The implementation that consumers should expect would be to be able to pick up, say, Madden or Guitar Hero (or pick your own game which has roughly analogous versions across multiple platforms) and interact with friends on any of the major platforms. It's been technically possible since at least Q3A on the Dreamcast. Why should gamers care that that doesn't sit well with a hardware vendor's company policy?

"And MMOs? Put yourself in the shoes of any MMO developer - you want a large subscription base, and to do that you need a large install base."

Which would largely be addressed by fixing cross platform support. FFXI was probably the best example of how MMO developers will approach any console, and NCSoft's forthcoming titles will work similarly.

"It just doesn't make finanical sense to release an MMO in the first few years of a console platform's life... add in development time, and you can understand why there aren't traditional MMOs yet."

Five years (well, actually six, if we remember XBL didn't launch until the second year of the Xbox1's life) is long enough to know that it's *never* going to be a viable proposition under your current model.

"my guess is this is a very different conversation a few years from now."

It'll be a different conversation if you fix these problems. The only question is whether MS will act now while they are still ahead of the pack, or when the other consoles and even more ludicrously cheap entry-level PCs end up forcing their hand.

# November 15, 2007 7:03 PM

BackScatter said:

Great post - Thanks for the retrospective!

I fully understand the NDA deal about not being able to discuss upcoming updates or future plans - But I can say I really do enjoy it when those hurtles are cleared and the veil can lift (if only a little) on those features and what was involved in bringing them to light.  This was a really great read and I'd certainly enjoy seeing similar things in the future, even if only every 5 years.  ;-)

# November 15, 2007 9:14 PM

imaginedbug said:

Andre, when I first heard about the downloadable Xbox games I got excited, then I realized I'd need to shell out $260 (180 Euros) for the 120GB HDD or I probably wouldn't be able to download even one game, and next I heard the games not only still have the original bugs in them, but certain "extra features" will make the 360's crash when people try to play them.

Can you perhaps explain how admittedly buggy and crash-prone software is worth $15 a piece?

# November 16, 2007 4:34 AM

IceMatrix said:

Happy Birthday XBOX LIVE. We really like this service!!!

We also want XBOX LIVE to be officially supported in Greece!!! Thank you!

# November 16, 2007 5:06 AM

Ozymandias said:

Re: "Andre, when I first heard about the downloadable Xbox games I got excited, then I realized I'd need to shell out $260 (180 Euros) for the 120GB HDD or I probably wouldn't be able to download even one game, and next I heard the games not only still have the original bugs in them, but certain "extra features" will make the 360's crash when people try to play them.

Can you perhaps explain how admittedly buggy and crash-prone software is worth $15 a piece?"

My understanding is that we basically take the original game as it was shipped on disc and let you play it through the backcompat engine. In a few cases, I think a few menu items that lead to non-game areas (such as a demo for another Xbox 1 game) might be disabled (since it wasn't worth the time/investment to enable and test an old demo in backcompat). My experience with running Psychonauts has been fine - saw a bit of stuttering in the first seconds of the launch logo the first time I played the game (probably caching), but otherwise it's been perfect IMO. <shrug> YMMV :)

# November 16, 2007 8:16 AM

Xtramalt said:

Very cool post.  Happy Birthday Xbox Live and all the best to the team.

# November 16, 2007 1:12 PM

John-Paul said:

Oz, look it might not do any good telling you this but an INTERNET BROWSER needs to be in the Fall Update, or in the works.

Questions:

Does Wii have an internet browser? yes.

Does PS3 have an internet browser? I think so.

Does PSP have an internet browser? yep.

Does the DS have an internet browser? Opera, I believe.

So seriously, you guys helped pioneer the "online" console, don't you think it's about time to upgrade in the previously mentioned manner and give the above systems one less thing to hold over the 360.

Plus, it's freaking Microsoft we are talking about here.  I mean, how much of a strech is it to think that a company with a rich history of internet browser development should give us a browser so we can surf in HD glory without hooking a computer up to our T.V.s?

Also, happy birthday X-box live, for a present I got ya... my money for the last 5 years.  Enjoy :o)

# November 16, 2007 3:59 PM