This is why Xbox Live is worth the money...

This topic is locked from further discussion.

Avatar image for UnnDunn
UnnDunn

3980

Forum Posts

0

Wiki Points

0

Followers

Reviews: 2

User Lists: 0

#1 UnnDunn
Member since 2002 • 3980 Posts

Let's say you're a developer working on a hot new title, and you want to build in multiplayer online support for it. Here's an (overly simplified) look at what you would have to do if you were using Xbox Live.

First, you'd have to set up an online game session. So what do you do? You program your game to fire off a quick message to Xbox Live saying "Hey XBL, set up a new online session for me plzkthx, and make PlayerA the 'owner'." Xbox Live then comes back and says "here's your game session; it's got the following players in it... PlayerA, PlayerB and PlayerC" and bingo, your session is started. As players join and drop off, Xbox Liveautomatically grabs IP addresses from the players, sets up voice channels between the players and fires off messages to your game advising it of new players. XBL is also monitoring the connection speed/quality of all the players and letting the game know.You never have to worry about IP addresses, or setting up voice channels or any of that low-level stuff. All you have to do is keep your lobby screen updated as players join/leave, talk and the connection quality changes.

So then the game is ready to begin. You fire off another message to Xbox Live saying "OK, let's do this. Time to start the game, we're playing with the following settings..." and you tell XBL the game specifics, like map selection, game type, etc. The game begins. As the game goes on, you're sending/receiving your proprietary game packets to/from other players with the updated gamestate information. To send/receive these packets, you aren't talking to the other players directly... rather, you're talking to Xbox Live APIs. You say "send this packet to PlayerC" and Xbox Live takes your packet, encrypts and signs it, and sends it to PlayerC's IP address. PlayerC's Xbox will receive the packet and its Xbox Live API will decrypt and inspect the packets for integrity before passing it to the game, which updates its screen to reflect the new gamestate. Once again, as the developer, you don't have to worry about IP addresses, you don't have to worry about encryption, you don't have to deal with voice support... all you have to do is send and receive your gamestate packets and update the gamestate accordingly.

When the game ends, you simply tell Xbox Live "hey, the game is over, here's the stats and here's who won and lost!" XBL takes this information and stores it in their stats databases for leaderboards and trueskill purposes. Again, you don't have to worry about maintaining your own stats database, or implementing your own skill-tracking

The infrastructure to support all this stuff is massive, complex and expensive. But the end result is you, as a developer, don't have to worry about the heavy lifting of implementing online multiplayer. Doing online multiplayer is as easy as doing system-link multiplayer. And since online multiplayer is easy for you to implement, you're more likely to put it in all of your games. Meaning we (as gamers) get to enjoy online multiplayer in tons and tons of games, from the smallest developers to the biggest AAA productions. We even get online multiplayer in Peggle. Well worth $50/yr if you ask me. If you built a system as complex and robust as Xbox Live, you'd be wanting a subscription fee to use it too.

Of course, all the haters will continue to complain about how "PSN/PC do online for FREE!" or bleat about "dedicated servers"even though their systems are nowhere near as complex or robust as Xbox Live.

Avatar image for Nerd_Man
Nerd_Man

13819

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#2 Nerd_Man
Member since 2007 • 13819 Posts

Is it just me, or have there been too many "XBL is/isn't worth the money" threads lately? What's up with that?

Avatar image for lundy86_4
lundy86_4

61976

Forum Posts

0

Wiki Points

0

Followers

Reviews: 2

User Lists: 0

#3 lundy86_4
Member since 2003 • 61976 Posts

I'll be honest... I didn't read that. I pay for Xbox Live, it's $50 a year. I can find that in my drawers for crying out loud

Avatar image for lundy86_4
lundy86_4

61976

Forum Posts

0

Wiki Points

0

Followers

Reviews: 2

User Lists: 0

#4 lundy86_4
Member since 2003 • 61976 Posts

Is it just me, or have there been too many "XBL is/isn't worth the money" threads lately? What's up with that?

Nerd_Man

Well one person made one saying "Xbox Live is/isn't worth the money", then someone made the opposite, then someone else saw that, and made the opposite of that again, and so on and so forth until we are dead of old age.

Avatar image for UnnDunn
UnnDunn

3980

Forum Posts

0

Wiki Points

0

Followers

Reviews: 2

User Lists: 0

#5 UnnDunn
Member since 2002 • 3980 Posts

Is it just me, or have there been too many "XBL is/isn't worth the money" threads lately? What's up with that?

Nerd_Man

It's the most recent battleground in the system wars. There will be many casualties. ;)

Avatar image for Rob_101
Rob_101

3291

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#6 Rob_101
Member since 2004 • 3291 Posts

I'll be honest... I didn't read that. I pay for Xbox Live, it's $50 a year. I can find that in my drawers for crying out loud

lundy86_4

I'd rather use that $50 on a game instead of paying for something I get for free on PC/PS3.

Avatar image for -Snooze-
-Snooze-

7304

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#7 -Snooze-
Member since 2009 • 7304 Posts

[QUOTE="lundy86_4"]

I'll be honest... I didn't read that. I pay for Xbox Live, it's $50 a year. I can find that in my drawers for crying out loud

Rob_101

I'd rather use that $50 on a game instead of paying for something I get for free on PC/PS3.

Well, it being free on PC and PS3 don't effect Xbox owners. So that's a moot point :)
Avatar image for Bebi_vegeta
Bebi_vegeta

13558

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#8 Bebi_vegeta
Member since 2003 • 13558 Posts

Let's say you're a developer working on a hot new title, and you want to build in multiplayer online support for it. Here's an (overly simplified) look at what you would have to do if you were using Xbox Live.

First, you'd have to set up an online game session. So what do you do? You program your game to fire off a quick message to Xbox Live saying "Hey XBL, set up a new online session for me plzkthx, and make PlayerA the 'owner'." Xbox Live then comes back and says "here's your game session; it's got the following players in it... PlayerA, PlayerB and PlayerC" and bingo, your session is started. As players join and drop off, Xbox Liveautomatically grabs IP addresses from the players, sets up voice channels between the players and fires off messages to your game advising it of new players. XBL is also monitoring the connection speed/quality of all the players and letting the game know.You never have to worry about IP addresses, or setting up voice channels or any of that low-level stuff. All you have to do is keep your lobby screen updated as players join/leave, talk and the connection quality changes.

So then the game is ready to begin. You fire off another message to Xbox Live saying "OK, let's do this. Time to start the game, we're playing with the following settings..." and you tell XBL the game specifics, like map selection, game type, etc. The game begins. As the game goes on, you're sending/receiving your proprietary game packets to/from other players with the updated gamestate information. To send/receive these packets, you aren't talking to the other players directly... rather, you're talking to Xbox Live APIs. You say "send this packet to PlayerC" and Xbox Live takes your packet, encrypts and signs it, and sends it to PlayerC's IP address. PlayerC's Xbox will receive the packet and its Xbox Live API will decrypt and inspect the packets for integrity before passing it to the game, which updates its screen to reflect the new gamestate. Once again, as the developer, you don't have to worry about IP addresses, you don't have to worry about encryption, you don't have to deal with voice support... all you have to do is send and receive your gamestate packets and update the gamestate accordingly.

When the game ends, you simply tell Xbox Live "hey, the game is over, here's the stats and here's who won and lost!" XBL takes this information and stores it in their stats databases for leaderboards and trueskill purposes. Again, you don't have to worry about maintaining your own stats database, or implementing your own skill-tracking

The infrastructure to support all this stuff is massive, complex and expensive. But the end result is you, as a developer, don't have to worry about the heavy lifting of implementing online multiplayer. Doing online multiplayer is as easy as doing system-link multiplayer. And since online multiplayer is easy for you to implement, you're more likely to put it in all of your games. Meaning we (as gamers) get to enjoy online multiplayer in tons and tons of games, from the smallest developers to the biggest AAA productions. We even get online multiplayer in Peggle. Well worth $50/yr if you ask me. If you built a system as complex and robust as Xbox Live, you'd be wanting a subscription fee to use it too.

Of course, all the haters will continue to complain about how "PSN/PC do online for FREE!" or bleat about "dedicated servers"even though their systems are nowhere near as complex or robust as Xbox Live.

UnnDunn

So why is PC live free again?

Avatar image for BobSacamento
BobSacamento

4340

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#9 BobSacamento
Member since 2003 • 4340 Posts

You know what I can't believe is that we're still talking about how Xbox Live costs money, 8 Years after Xbox Live came to fruition.

Avatar image for Salt_The_Fries
Salt_The_Fries

12480

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#10 Salt_The_Fries
Member since 2008 • 12480 Posts

Let's say you're a developer working on a hot new title, and you want to build in multiplayer online support for it. Here's an (overly simplified) look at what you would have to do if you were using Xbox Live.

First, you'd have to set up an online game session. So what do you do? You program your game to fire off a quick message to Xbox Live saying "Hey XBL, set up a new online session for me plzkthx, and make PlayerA the 'owner'." Xbox Live then comes back and says "here's your game session; it's got the following players in it... PlayerA, PlayerB and PlayerC" and bingo, your session is started. As players join and drop off, Xbox Liveautomatically grabs IP addresses from the players, sets up voice channels between the players and fires off messages to your game advising it of new players. XBL is also monitoring the connection speed/quality of all the players and letting the game know.You never have to worry about IP addresses, or setting up voice channels or any of that low-level stuff. All you have to do is keep your lobby screen updated as players join/leave, talk and the connection quality changes.

So then the game is ready to begin. You fire off another message to Xbox Live saying "OK, let's do this. Time to start the game, we're playing with the following settings..." and you tell XBL the game specifics, like map selection, game type, etc. The game begins. As the game goes on, you're sending/receiving your proprietary game packets to/from other players with the updated gamestate information. To send/receive these packets, you aren't talking to the other players directly... rather, you're talking to Xbox Live APIs. You say "send this packet to PlayerC" and Xbox Live takes your packet, encrypts and signs it, and sends it to PlayerC's IP address. PlayerC's Xbox will receive the packet and its Xbox Live API will decrypt and inspect the packets for integrity before passing it to the game, which updates its screen to reflect the new gamestate. Once again, as the developer, you don't have to worry about IP addresses, you don't have to worry about encryption, you don't have to deal with voice support... all you have to do is send and receive your gamestate packets and update the gamestate accordingly.

When the game ends, you simply tell Xbox Live "hey, the game is over, here's the stats and here's who won and lost!" XBL takes this information and stores it in their stats databases for leaderboards and trueskill purposes. Again, you don't have to worry about maintaining your own stats database, or implementing your own skill-tracking

The infrastructure to support all this stuff is massive, complex and expensive. But the end result is you, as a developer, don't have to worry about the heavy lifting of implementing online multiplayer. Doing online multiplayer is as easy as doing system-link multiplayer. And since online multiplayer is easy for you to implement, you're more likely to put it in all of your games. Meaning we (as gamers) get to enjoy online multiplayer in tons and tons of games, from the smallest developers to the biggest AAA productions. We even get online multiplayer in Peggle. Well worth $50/yr if you ask me. If you built a system as complex and robust as Xbox Live, you'd be wanting a subscription fee to use it too.

Of course, all the haters will continue to complain about how "PSN/PC do online for FREE!" or bleat about "dedicated servers"even though their systems are nowhere near as complex or robust as Xbox Live.

UnnDunn
Nicely said, I agree.
Avatar image for -Snooze-
-Snooze-

7304

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#11 -Snooze-
Member since 2009 • 7304 Posts

[QUOTE="UnnDunn"]

Let's say you're a developer working on a hot new title, and you want to build in multiplayer online support for it. Here's an (overly simplified) look at what you would have to do if you were using Xbox Live.

First, you'd have to set up an online game session. So what do you do? You program your game to fire off a quick message to Xbox Live saying "Hey XBL, set up a new online session for me plzkthx, and make PlayerA the 'owner'." Xbox Live then comes back and says "here's your game session; it's got the following players in it... PlayerA, PlayerB and PlayerC" and bingo, your session is started. As players join and drop off, Xbox Liveautomatically grabs IP addresses from the players, sets up voice channels between the players and fires off messages to your game advising it of new players. XBL is also monitoring the connection speed/quality of all the players and letting the game know.You never have to worry about IP addresses, or setting up voice channels or any of that low-level stuff. All you have to do is keep your lobby screen updated as players join/leave, talk and the connection quality changes.

So then the game is ready to begin. You fire off another message to Xbox Live saying "OK, let's do this. Time to start the game, we're playing with the following settings..." and you tell XBL the game specifics, like map selection, game type, etc. The game begins. As the game goes on, you're sending/receiving your proprietary game packets to/from other players with the updated gamestate information. To send/receive these packets, you aren't talking to the other players directly... rather, you're talking to Xbox Live APIs. You say "send this packet to PlayerC" and Xbox Live takes your packet, encrypts and signs it, and sends it to PlayerC's IP address. PlayerC's Xbox will receive the packet and its Xbox Live API will decrypt and inspect the packets for integrity before passing it to the game, which updates its screen to reflect the new gamestate. Once again, as the developer, you don't have to worry about IP addresses, you don't have to worry about encryption, you don't have to deal with voice support... all you have to do is send and receive your gamestate packets and update the gamestate accordingly.

When the game ends, you simply tell Xbox Live "hey, the game is over, here's the stats and here's who won and lost!" XBL takes this information and stores it in their stats databases for leaderboards and trueskill purposes. Again, you don't have to worry about maintaining your own stats database, or implementing your own skill-tracking

The infrastructure to support all this stuff is massive, complex and expensive. But the end result is you, as a developer, don't have to worry about the heavy lifting of implementing online multiplayer. Doing online multiplayer is as easy as doing system-link multiplayer. And since online multiplayer is easy for you to implement, you're more likely to put it in all of your games. Meaning we (as gamers) get to enjoy online multiplayer in tons and tons of games, from the smallest developers to the biggest AAA productions. We even get online multiplayer in Peggle. Well worth $50/yr if you ask me. If you built a system as complex and robust as Xbox Live, you'd be wanting a subscription fee to use it too.

Of course, all the haters will continue to complain about how "PSN/PC do online for FREE!" or bleat about "dedicated servers"even though their systems are nowhere near as complex or robust as Xbox Live.

Bebi_vegeta

So why is PC live free again?

Simple. PC users wouldnt pay for it. They had few Luve enabled games, and had free alternatives which were just as good, and to some, even better. It's not hard :)
Avatar image for bloodling
bloodling

5822

Forum Posts

0

Wiki Points

0

Followers

Reviews: 2

User Lists: 0

#12 bloodling
Member since 2006 • 5822 Posts

That's great, but "lots and lots" of PS3 games also have online multiplayer.

Avatar image for Bebi_vegeta
Bebi_vegeta

13558

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#13 Bebi_vegeta
Member since 2003 • 13558 Posts

[QUOTE="Bebi_vegeta"]

[QUOTE="UnnDunn"]

Let's say you're a developer working on a hot new title, and you want to build in multiplayer online support for it. Here's an (overly simplified) look at what you would have to do if you were using Xbox Live.

First, you'd have to set up an online game session. So what do you do? You program your game to fire off a quick message to Xbox Live saying "Hey XBL, set up a new online session for me plzkthx, and make PlayerA the 'owner'." Xbox Live then comes back and says "here's your game session; it's got the following players in it... PlayerA, PlayerB and PlayerC" and bingo, your session is started. As players join and drop off, Xbox Liveautomatically grabs IP addresses from the players, sets up voice channels between the players and fires off messages to your game advising it of new players. XBL is also monitoring the connection speed/quality of all the players and letting the game know.You never have to worry about IP addresses, or setting up voice channels or any of that low-level stuff. All you have to do is keep your lobby screen updated as players join/leave, talk and the connection quality changes.

So then the game is ready to begin. You fire off another message to Xbox Live saying "OK, let's do this. Time to start the game, we're playing with the following settings..." and you tell XBL the game specifics, like map selection, game type, etc. The game begins. As the game goes on, you're sending/receiving your proprietary game packets to/from other players with the updated gamestate information. To send/receive these packets, you aren't talking to the other players directly... rather, you're talking to Xbox Live APIs. You say "send this packet to PlayerC" and Xbox Live takes your packet, encrypts and signs it, and sends it to PlayerC's IP address. PlayerC's Xbox will receive the packet and its Xbox Live API will decrypt and inspect the packets for integrity before passing it to the game, which updates its screen to reflect the new gamestate. Once again, as the developer, you don't have to worry about IP addresses, you don't have to worry about encryption, you don't have to deal with voice support... all you have to do is send and receive your gamestate packets and update the gamestate accordingly.

When the game ends, you simply tell Xbox Live "hey, the game is over, here's the stats and here's who won and lost!" XBL takes this information and stores it in their stats databases for leaderboards and trueskill purposes. Again, you don't have to worry about maintaining your own stats database, or implementing your own skill-tracking

The infrastructure to support all this stuff is massive, complex and expensive. But the end result is you, as a developer, don't have to worry about the heavy lifting of implementing online multiplayer. Doing online multiplayer is as easy as doing system-link multiplayer. And since online multiplayer is easy for you to implement, you're more likely to put it in all of your games. Meaning we (as gamers) get to enjoy online multiplayer in tons and tons of games, from the smallest developers to the biggest AAA productions. We even get online multiplayer in Peggle. Well worth $50/yr if you ask me. If you built a system as complex and robust as Xbox Live, you'd be wanting a subscription fee to use it too.

Of course, all the haters will continue to complain about how "PSN/PC do online for FREE!" or bleat about "dedicated servers"even though their systems are nowhere near as complex or robust as Xbox Live.

-Snooze-

So why is PC live free again?

Simple. PC users wouldnt pay for it. They had few Luve enabled games, and had free alternatives which were just as good, and to some, even better. It's not hard :)

Which is why live being $50 not worth it... But it's too bad there's no alternative for Xbox and Microsoft can get away with it.

Avatar image for killerfist
killerfist

20155

Forum Posts

0

Wiki Points

0

Followers

Reviews: 6

User Lists: 0

#14 killerfist
Member since 2005 • 20155 Posts

Is it just me, or have there been too many "XBL is/isn't worth the money" threads lately? What's up with that?

Nerd_Man
This, it's sickening really. Like it, pay. Don't like it, don't pay. Simple as that.
Avatar image for Jade_Monkey
Jade_Monkey

4830

Forum Posts

0

Wiki Points

0

Followers

Reviews: 19

User Lists: 0

#15 Jade_Monkey
Member since 2004 • 4830 Posts

[QUOTE="UnnDunn"]

Let's say you're a developer working on a hot new title, and you want to build in multiplayer online support for it. Here's an (overly simplified) look at what you would have to do if you were using Xbox Live.

First, you'd have to set up an online game session. So what do you do? You program your game to fire off a quick message to Xbox Live saying "Hey XBL, set up a new online session for me plzkthx, and make PlayerA the 'owner'." Xbox Live then comes back and says "here's your game session; it's got the following players in it... PlayerA, PlayerB and PlayerC" and bingo, your session is started. As players join and drop off, Xbox Liveautomatically grabs IP addresses from the players, sets up voice channels between the players and fires off messages to your game advising it of new players. XBL is also monitoring the connection speed/quality of all the players and letting the game know.You never have to worry about IP addresses, or setting up voice channels or any of that low-level stuff. All you have to do is keep your lobby screen updated as players join/leave, talk and the connection quality changes.

So then the game is ready to begin. You fire off another message to Xbox Live saying "OK, let's do this. Time to start the game, we're playing with the following settings..." and you tell XBL the game specifics, like map selection, game type, etc. The game begins. As the game goes on, you're sending/receiving your proprietary game packets to/from other players with the updated gamestate information. To send/receive these packets, you aren't talking to the other players directly... rather, you're talking to Xbox Live APIs. You say "send this packet to PlayerC" and Xbox Live takes your packet, encrypts and signs it, and sends it to PlayerC's IP address. PlayerC's Xbox will receive the packet and its Xbox Live API will decrypt and inspect the packets for integrity before passing it to the game, which updates its screen to reflect the new gamestate. Once again, as the developer, you don't have to worry about IP addresses, you don't have to worry about encryption, you don't have to deal with voice support... all you have to do is send and receive your gamestate packets and update the gamestate accordingly.

When the game ends, you simply tell Xbox Live "hey, the game is over, here's the stats and here's who won and lost!" XBL takes this information and stores it in their stats databases for leaderboards and trueskill purposes. Again, you don't have to worry about maintaining your own stats database, or implementing your own skill-tracking

The infrastructure to support all this stuff is massive, complex and expensive. But the end result is you, as a developer, don't have to worry about the heavy lifting of implementing online multiplayer. Doing online multiplayer is as easy as doing system-link multiplayer. And since online multiplayer is easy for you to implement, you're more likely to put it in all of your games. Meaning we (as gamers) get to enjoy online multiplayer in tons and tons of games, from the smallest developers to the biggest AAA productions. We even get online multiplayer in Peggle. Well worth $50/yr if you ask me. If you built a system as complex and robust as Xbox Live, you'd be wanting a subscription fee to use it too.

Of course, all the haters will continue to complain about how "PSN/PC do online for FREE!" or bleat about "dedicated servers"even though their systems are nowhere near as complex or robust as Xbox Live.

Bebi_vegeta

So why is PC live free again?

Because were not suckers.
Avatar image for MBP_King
MBP_King

903

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#16 MBP_King
Member since 2009 • 903 Posts

I'm pretty sure Sony would help a developer with it's MP aspect of it game. MGO, KZ2 and LBP all had beta programs.

Avatar image for UnnDunn
UnnDunn

3980

Forum Posts

0

Wiki Points

0

Followers

Reviews: 2

User Lists: 0

#17 UnnDunn
Member since 2002 • 3980 Posts

I'm pretty sure Sony would help a developer with it's MP aspect of it game. MGO, KZ2 and LBP all had beta programs.

MBP_King

THat's not the same as creating an online gaming service like Xbox Live.

Avatar image for -Snooze-
-Snooze-

7304

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#18 -Snooze-
Member since 2009 • 7304 Posts

[QUOTE="-Snooze-"][QUOTE="Bebi_vegeta"]

So why is PC live free again?

Bebi_vegeta

Simple. PC users wouldnt pay for it. They had few Luve enabled games, and had free alternatives which were just as good, and to some, even better. It's not hard :)

Which is why live being $50 not worth it... But it's too bad there's no alternative for Xbox and Microsoft can get away with it.

Well, it not being worth it is 1000% opinion, yes 1000%. I wish PSN was as good, and easy as Xbox Live, and i'd gladly pay a fee for it. as for Steam and the like, i prefer Xbox live, so to me, and i imagine many others, it's worth it.
Avatar image for UnnDunn
UnnDunn

3980

Forum Posts

0

Wiki Points

0

Followers

Reviews: 2

User Lists: 0

#19 UnnDunn
Member since 2002 • 3980 Posts

[QUOTE="UnnDunn"]

Let's say you're a developer working on a hot new title, and you want to build in multiplayer online support for it. Here's an (overly simplified) look at what you would have to do if you were using Xbox Live.

First, you'd have to set up an online game session. So what do you do? You program your game to fire off a quick message to Xbox Live saying "Hey XBL, set up a new online session for me plzkthx, and make PlayerA the 'owner'." Xbox Live then comes back and says "here's your game session; it's got the following players in it... PlayerA, PlayerB and PlayerC" and bingo, your session is started. As players join and drop off, Xbox Liveautomatically grabs IP addresses from the players, sets up voice channels between the players and fires off messages to your game advising it of new players. XBL is also monitoring the connection speed/quality of all the players and letting the game know.You never have to worry about IP addresses, or setting up voice channels or any of that low-level stuff. All you have to do is keep your lobby screen updated as players join/leave, talk and the connection quality changes.

So then the game is ready to begin. You fire off another message to Xbox Live saying "OK, let's do this. Time to start the game, we're playing with the following settings..." and you tell XBL the game specifics, like map selection, game type, etc. The game begins. As the game goes on, you're sending/receiving your proprietary game packets to/from other players with the updated gamestate information. To send/receive these packets, you aren't talking to the other players directly... rather, you're talking to Xbox Live APIs. You say "send this packet to PlayerC" and Xbox Live takes your packet, encrypts and signs it, and sends it to PlayerC's IP address. PlayerC's Xbox will receive the packet and its Xbox Live API will decrypt and inspect the packets for integrity before passing it to the game, which updates its screen to reflect the new gamestate. Once again, as the developer, you don't have to worry about IP addresses, you don't have to worry about encryption, you don't have to deal with voice support... all you have to do is send and receive your gamestate packets and update the gamestate accordingly.

When the game ends, you simply tell Xbox Live "hey, the game is over, here's the stats and here's who won and lost!" XBL takes this information and stores it in their stats databases for leaderboards and trueskill purposes. Again, you don't have to worry about maintaining your own stats database, or implementing your own skill-tracking

The infrastructure to support all this stuff is massive, complex and expensive. But the end result is you, as a developer, don't have to worry about the heavy lifting of implementing online multiplayer. Doing online multiplayer is as easy as doing system-link multiplayer. And since online multiplayer is easy for you to implement, you're more likely to put it in all of your games. Meaning we (as gamers) get to enjoy online multiplayer in tons and tons of games, from the smallest developers to the biggest AAA productions. We even get online multiplayer in Peggle. Well worth $50/yr if you ask me. If you built a system as complex and robust as Xbox Live, you'd be wanting a subscription fee to use it too.

Of course, all the haters will continue to complain about how "PSN/PC do online for FREE!" or bleat about "dedicated servers"even though their systems are nowhere near as complex or robust as Xbox Live.

Bebi_vegeta

So why is PC live free again?

Because it's hard to sell a service that is only supported by a handful of games.

Avatar image for dream431ca
dream431ca

10165

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#20 dream431ca
Member since 2003 • 10165 Posts

You realise that's how most online services work :?

Avatar image for deactivated-5d6e91f5c147a
deactivated-5d6e91f5c147a

26108

Forum Posts

0

Wiki Points

0

Followers

Reviews: 28

User Lists: 0

#21 deactivated-5d6e91f5c147a
Member since 2008 • 26108 Posts
I refuse to pay for Live.
Avatar image for crazy-player
crazy-player

2909

Forum Posts

0

Wiki Points

0

Followers

Reviews: 3

User Lists: 0

#22 crazy-player
Member since 2005 • 2909 Posts
PC does it better, more advanced, and free.
Avatar image for Bebi_vegeta
Bebi_vegeta

13558

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#23 Bebi_vegeta
Member since 2003 • 13558 Posts

[QUOTE="Bebi_vegeta"]

[QUOTE="-Snooze-"] Simple. PC users wouldnt pay for it. They had few Luve enabled games, and had free alternatives which were just as good, and to some, even better. It's not hard :)-Snooze-

Which is why live being $50 not worth it... But it's too bad there's no alternative for Xbox and Microsoft can get away with it.

Well, it not being worth it is 1000% opinion, yes 1000%. I wish PSN was as good, and easy as Xbox Live, and i'd gladly pay a fee for it. as for Steam and the like, i prefer Xbox live, so to me, and i imagine many others, it's worth it.

The internet is pretty much open to many 3rd party support... if you think Xbox live beats that... ok :roll:

Avatar image for Bebi_vegeta
Bebi_vegeta

13558

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#24 Bebi_vegeta
Member since 2003 • 13558 Posts

[QUOTE="Bebi_vegeta"]

[QUOTE="UnnDunn"]

Let's say you're a developer working on a hot new title, and you want to build in multiplayer online support for it. Here's an (overly simplified) look at what you would have to do if you were using Xbox Live.

First, you'd have to set up an online game session. So what do you do? You program your game to fire off a quick message to Xbox Live saying "Hey XBL, set up a new online session for me plzkthx, and make PlayerA the 'owner'." Xbox Live then comes back and says "here's your game session; it's got the following players in it... PlayerA, PlayerB and PlayerC" and bingo, your session is started. As players join and drop off, Xbox Liveautomatically grabs IP addresses from the players, sets up voice channels between the players and fires off messages to your game advising it of new players. XBL is also monitoring the connection speed/quality of all the players and letting the game know.You never have to worry about IP addresses, or setting up voice channels or any of that low-level stuff. All you have to do is keep your lobby screen updated as players join/leave, talk and the connection quality changes.

So then the game is ready to begin. You fire off another message to Xbox Live saying "OK, let's do this. Time to start the game, we're playing with the following settings..." and you tell XBL the game specifics, like map selection, game type, etc. The game begins. As the game goes on, you're sending/receiving your proprietary game packets to/from other players with the updated gamestate information. To send/receive these packets, you aren't talking to the other players directly... rather, you're talking to Xbox Live APIs. You say "send this packet to PlayerC" and Xbox Live takes your packet, encrypts and signs it, and sends it to PlayerC's IP address. PlayerC's Xbox will receive the packet and its Xbox Live API will decrypt and inspect the packets for integrity before passing it to the game, which updates its screen to reflect the new gamestate. Once again, as the developer, you don't have to worry about IP addresses, you don't have to worry about encryption, you don't have to deal with voice support... all you have to do is send and receive your gamestate packets and update the gamestate accordingly.

When the game ends, you simply tell Xbox Live "hey, the game is over, here's the stats and here's who won and lost!" XBL takes this information and stores it in their stats databases for leaderboards and trueskill purposes. Again, you don't have to worry about maintaining your own stats database, or implementing your own skill-tracking

The infrastructure to support all this stuff is massive, complex and expensive. But the end result is you, as a developer, don't have to worry about the heavy lifting of implementing online multiplayer. Doing online multiplayer is as easy as doing system-link multiplayer. And since online multiplayer is easy for you to implement, you're more likely to put it in all of your games. Meaning we (as gamers) get to enjoy online multiplayer in tons and tons of games, from the smallest developers to the biggest AAA productions. We even get online multiplayer in Peggle. Well worth $50/yr if you ask me. If you built a system as complex and robust as Xbox Live, you'd be wanting a subscription fee to use it too.

Of course, all the haters will continue to complain about how "PSN/PC do online for FREE!" or bleat about "dedicated servers"even though their systems are nowhere near as complex or robust as Xbox Live.

UnnDunn

So why is PC live free again?

Because it's hard to sell a service that is only supported by a handful of games.

Hard to sell because there's many alternative that do the same thing for free?

Avatar image for UnnDunn
UnnDunn

3980

Forum Posts

0

Wiki Points

0

Followers

Reviews: 2

User Lists: 0

#25 UnnDunn
Member since 2002 • 3980 Posts

You realise that's how most online services work :?

dream431ca

Bzzt. Wrong. Neither PSN nor Steam work this way.

Avatar image for dream431ca
dream431ca

10165

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#26 dream431ca
Member since 2003 • 10165 Posts

[QUOTE="dream431ca"]

You realise that's how most online services work :?

UnnDunn

Bzzt. Wrong. Neither PSN nor Steam work this way.

Really?? Resistance 2 works exactly the same way as you described, so does Killzone 2.

Avatar image for LOXO7
LOXO7

5595

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#27 LOXO7
Member since 2008 • 5595 Posts

If XBL is priced. And IF I was a dev then maybe our game won't be as much to put on live. Maybe we can gain more. IF I was a dev. Which I'm not. So how does this make it worth the price tag again? Oh because they can put more into the game. Okay. ... yes, and that will in turn to Make the Price tag of the game go up. ahah....:| :cry:

Oh wait. You're saying we pay what the devs should pay. Okay. Yes thats why live is priced. Good for the devs. And that makes it good for us?

Avatar image for UnnDunn
UnnDunn

3980

Forum Posts

0

Wiki Points

0

Followers

Reviews: 2

User Lists: 0

#28 UnnDunn
Member since 2002 • 3980 Posts

Hard to sell because there's many alternative that do the same thing for free?

Bebi_vegeta

There are no alternatives that do the same thing for free. On PC, most games implement their own custom online gaming systems, none of which are as robust as Xbox Live/GfW Live. Those may be alternatives, but they don't "do the same thing"... not even close.

Avatar image for crazy-player
crazy-player

2909

Forum Posts

0

Wiki Points

0

Followers

Reviews: 3

User Lists: 0

#29 crazy-player
Member since 2005 • 2909 Posts

[QUOTE="Bebi_vegeta"]

Hard to sell because there's many alternative that do the same thing for free?

UnnDunn

There are no alternatives that do the same thing for free. On PC, most games implement their own custom online gaming systems, none of which are as robust as Xbox Live/GfW Live. Those may be alternatives, but they don't "do the same thing"... not even close.

PC does the same thing and in most cases, better. XBL should be free just like PSN, Wii, and Steam is.
Avatar image for UnnDunn
UnnDunn

3980

Forum Posts

0

Wiki Points

0

Followers

Reviews: 2

User Lists: 0

#30 UnnDunn
Member since 2002 • 3980 Posts

[QUOTE="UnnDunn"]

[QUOTE="dream431ca"]

You realise that's how most online services work :?

dream431ca

Bzzt. Wrong. Neither PSN nor Steam work this way.

Really?? Resistance 2 works exactly the same way as you described, so does Killzone 2.

Nope. They use their own custom online implementations. The only thing PSN does for them is player authentication.

Avatar image for dream431ca
dream431ca

10165

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#31 dream431ca
Member since 2003 • 10165 Posts

[QUOTE="dream431ca"]

[QUOTE="UnnDunn"]Bzzt. Wrong. Neither PSN nor Steam work this way.

UnnDunn

Really?? Resistance 2 works exactly the same way as you described, so does Killzone 2.

Nope. They use their own custom online implementations. The only thing PSN does for them is player authentication.

Cool, but all I want is to play games online, so PSN and steam are great choices for me because:

A) I don't have to pay for either of the services

B) I can play games online with ease

Avatar image for Bebi_vegeta
Bebi_vegeta

13558

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#32 Bebi_vegeta
Member since 2003 • 13558 Posts

[QUOTE="Bebi_vegeta"]

Hard to sell because there's many alternative that do the same thing for free?

UnnDunn

There are no alternatives that do the same thing for free. On PC, most games implement their own custom online gaming systems, none of which are as robust as Xbox Live/GfW Live. Those may be alternatives, but they don't "do the same thing"... not even close.

Exactly implemented in the "game". Really, what do you need to play online gaming? Robust??? can you define that?

Avatar image for UnnDunn
UnnDunn

3980

Forum Posts

0

Wiki Points

0

Followers

Reviews: 2

User Lists: 0

#33 UnnDunn
Member since 2002 • 3980 Posts

[QUOTE="UnnDunn"]

[QUOTE="Bebi_vegeta"]

Hard to sell because there's many alternative that do the same thing for free?

crazy-player

There are no alternatives that do the same thing for free. On PC, most games implement their own custom online gaming systems, none of which are as robust as Xbox Live/GfW Live. Those may be alternatives, but they don't "do the same thing"... not even close.

PC does the same thing and in most cases, better. XBL should be free just like PSN, Wii, and Steam is.

Nope. On PC, if you're a developer, you have to worry about IP addresses. You have to worry about voice support--compressing and decompressing voice on the fly. You have to worry about your own stat tracking and skill tracking. You have to worry about cheat detection and security. You have to implement your own matchmaking system.

On XBL, your game talks to the XBL APIs and all that stuff is handled for you automatically.

Avatar image for PSdual_wielder
PSdual_wielder

10646

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#34 PSdual_wielder
Member since 2003 • 10646 Posts

Honestly, whats the point of all this? I didn't bother trying understand top post, but even if one day its been concluded that xbox live/psn is better than the other, is it supposed to convince the other guys to buy the other console? I don't see any sheeps admitting ownage and getting a PS3/360 just because their online suck.

Avatar image for dream431ca
dream431ca

10165

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#35 dream431ca
Member since 2003 • 10165 Posts

[QUOTE="UnnDunn"]

[QUOTE="Bebi_vegeta"]

Hard to sell because there's many alternative that do the same thing for free?

Bebi_vegeta

There are no alternatives that do the same thing for free. On PC, most games implement their own custom online gaming systems, none of which are as robust as Xbox Live/GfW Live. Those may be alternatives, but they don't "do the same thing"... not even close.

Exactly implemented in the "game". Really, what do you need to play online gaming? Robust??? can you define that?

I think what he means is a tightly integrated system that can be managed only by Microsoft. In other words, no flexability and developers have to follow exactly what guidelines MS has layed out or they can't be a part of Live.

Avatar image for crazy-player
crazy-player

2909

Forum Posts

0

Wiki Points

0

Followers

Reviews: 3

User Lists: 0

#36 crazy-player
Member since 2005 • 2909 Posts

[QUOTE="crazy-player"][QUOTE="UnnDunn"]There are no alternatives that do the same thing for free. On PC, most games implement their own custom online gaming systems, none of which are as robust as Xbox Live/GfW Live. Those may be alternatives, but they don't "do the same thing"... not even close.

UnnDunn

PC does the same thing and in most cases, better. XBL should be free just like PSN, Wii, and Steam is.

Nope. On PC, if you're a developer, you have to worry about IP addresses. You have to worry about voice support--compressing and decompressing voice on the fly. You have to worry about your own stat tracking and skill tracking. You have to worry about cheat detection and security. You have to implement your own matchmaking system.

On XBL, your game talks to the XBL APIs and all that stuff is handled for you automatically.

But us customers don't. :|

Avatar image for Bebi_vegeta
Bebi_vegeta

13558

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#37 Bebi_vegeta
Member since 2003 • 13558 Posts

[QUOTE="crazy-player"][QUOTE="UnnDunn"]There are no alternatives that do the same thing for free. On PC, most games implement their own custom online gaming systems, none of which are as robust as Xbox Live/GfW Live. Those may be alternatives, but they don't "do the same thing"... not even close.

UnnDunn

PC does the same thing and in most cases, better. XBL should be free just like PSN, Wii, and Steam is.

Nope. On PC, if you're a developer, you have to worry about IP addresses. You have to worry about voice support--compressing and decompressing voice on the fly. You have to worry about your own stat tracking and skill tracking. You have to worry about cheat detection and security. You have to implement your own matchmaking system.

On XBL, your game talks to the XBL APIs and all that stuff is handled for you automatically.

When you say voice, you mean IN-Game chat... there's many 3rd party support that are better.

Again, many 3rd party support have better stat tracking...

Avatar image for yoyo462001
yoyo462001

7535

Forum Posts

0

Wiki Points

0

Followers

Reviews: 10

User Lists: 0

#38 yoyo462001
Member since 2005 • 7535 Posts
[QUOTE="UnnDunn"]

[QUOTE="Bebi_vegeta"]

Hard to sell because there's many alternative that do the same thing for free?

crazy-player

There are no alternatives that do the same thing for free. On PC, most games implement their own custom online gaming systems, none of which are as robust as Xbox Live/GfW Live. Those may be alternatives, but they don't "do the same thing"... not even close.

PC does the same thing and in most cases, better. XBL should be free just like PSN, Wii, and Steam is.

no Pc does not, XBL is far better than anything on the PC and this is coming from a PC gamer, Pc you need Vent or teamspeak in most instances.
Avatar image for Blackfriend8
Blackfriend8

1982

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#39 Blackfriend8
Member since 2004 • 1982 Posts
i dont even need to read all that. simple fact xbox live is p2p as long as its p2p its not worth the money.
Avatar image for crazy-player
crazy-player

2909

Forum Posts

0

Wiki Points

0

Followers

Reviews: 3

User Lists: 0

#40 crazy-player
Member since 2005 • 2909 Posts

[QUOTE="crazy-player"][QUOTE="UnnDunn"]There are no alternatives that do the same thing for free. On PC, most games implement their own custom online gaming systems, none of which are as robust as Xbox Live/GfW Live. Those may be alternatives, but they don't "do the same thing"... not even close.

yoyo462001

PC does the same thing and in most cases, better. XBL should be free just like PSN, Wii, and Steam is.

no Pc does not, XBL is far better than anything on the PC and this is coming from a PC gamer, Pc you need Vent or teamspeak in most instances.

No, last time I checked I just connected my mic and talked to my teammates in L4D.

Avatar image for UnnDunn
UnnDunn

3980

Forum Posts

0

Wiki Points

0

Followers

Reviews: 2

User Lists: 0

#41 UnnDunn
Member since 2002 • 3980 Posts

If XBL is priced. And IF I was a dev then maybe our game won't be as much to put on live. Maybe we can gain more. IF I was a dev. Which I'm not. So how does this make it worth the price tag again? Oh because they can put more into the game. Okay. ... yes, and that will in turn to Make the Price tag of the game go up. ahah....:| :cry:

Oh wait. You're saying we pay what the devs should pay. Okay. Yes thats why live is priced. Good for the devs. And that makes it good for us?

LOXO7

Yes, good for us. Because it means we get a consistent level of quality from ALL games on the service. It means that even the smallest developers can deliver high-quality online play in their games for us to enjoy. It means we don't have to worry about different authentication systems, different stat/skill tracking schemes, different everything for each game. It means it's all unified and all very simple.

Avatar image for dream431ca
dream431ca

10165

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#42 dream431ca
Member since 2003 • 10165 Posts

[QUOTE="LOXO7"]

If XBL is priced. And IF I was a dev then maybe our game won't be as much to put on live. Maybe we can gain more. IF I was a dev. Which I'm not. So how does this make it worth the price tag again? Oh because they can put more into the game. Okay. ... yes, and that will in turn to Make the Price tag of the game go up. ahah....:| :cry:

Oh wait. You're saying we pay what the devs should pay. Okay. Yes thats why live is priced. Good for the devs. And that makes it good for us?

UnnDunn

Yes, good for us. Because it means we get a consistent level of quality from ALL games on the service. It means that even the smallest developers can deliver high-quality online play in their games for us to enjoy. It means we don't have to worry about different authentication systems, different stat/skill tracking schemes, different everything for each game. It means it's all unified and all very simple.

Still doesn't justify the price tag.

Avatar image for Spartan8907
Spartan8907

3731

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#43 Spartan8907
Member since 2006 • 3731 Posts

Is it just me, or have there been too many "XBL is/isn't worth the money" threads lately? What's up with that?

Nerd_Man
Just all the people either being trolls or being insecure with their purchase, feeling they have to justify it to they will never really know or ever meet. Why can't you people just be happy with your purchase and stop posting threads like this that only a few people will actually say "This thread was very enlightening. I am now more informed about this topic. Thank you for creating it." Haters will hate, trolls will troll, players will play, and everything will move on just as if you never created this topic.
Avatar image for Salt_The_Fries
Salt_The_Fries

12480

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#44 Salt_The_Fries
Member since 2008 • 12480 Posts
Most of people don't understand that this topic covers developers' POV and modus operandi.
Avatar image for indian_playa
indian_playa

2182

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#45 indian_playa
Member since 2007 • 2182 Posts
you can keep going on and on about how robust Live is, but no body cares. Live costs money. PS3 and PC do the same job for free.
Avatar image for UnnDunn
UnnDunn

3980

Forum Posts

0

Wiki Points

0

Followers

Reviews: 2

User Lists: 0

#46 UnnDunn
Member since 2002 • 3980 Posts

[QUOTE="yoyo462001"][QUOTE="crazy-player"] PC does the same thing and in most cases, better. XBL should be free just like PSN, Wii, and Steam is. crazy-player

no Pc does not, XBL is far better than anything on the PC and this is coming from a PC gamer, Pc you need Vent or teamspeak in most instances.

No, last time I checked I just connected my mic and talked to my teammates in L4D.

In L4D, sure. But what about other games, from developers who can't afford to build in voice support?

On XBL EVERY game has voice. No Teamspeak required.

Avatar image for yoyo462001
yoyo462001

7535

Forum Posts

0

Wiki Points

0

Followers

Reviews: 10

User Lists: 0

#47 yoyo462001
Member since 2005 • 7535 Posts

[QUOTE="yoyo462001"][QUOTE="crazy-player"] PC does the same thing and in most cases, better. XBL should be free just like PSN, Wii, and Steam is. crazy-player

no Pc does not, XBL is far better than anything on the PC and this is coming from a PC gamer, Pc you need Vent or teamspeak in most instances.

No, last time I checked I just connected my mic and talked to my teammates in L4D.

yes because last time i checked TS/Vent>>>in game on Left for dead, the clarity of speak in L4D and others is no where near as good as XBL, i use both regularly i can easily tell.
Avatar image for Bebi_vegeta
Bebi_vegeta

13558

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#48 Bebi_vegeta
Member since 2003 • 13558 Posts

[QUOTE="Bebi_vegeta"]

[QUOTE="UnnDunn"]There are no alternatives that do the same thing for free. On PC, most games implement their own custom online gaming systems, none of which are as robust as Xbox Live/GfW Live. Those may be alternatives, but they don't "do the same thing"... not even close.

dream431ca

Exactly implemented in the "game". Really, what do you need to play online gaming? Robust??? can you define that?

I think what he means is a tightly integrated system that can be managed only by Microsoft. In other words, no flexability and developers have to follow exactly what guidelines MS has layed out or they can't be a part of Live.

Leaving me with no choice but to pay $50...

Avatar image for Northernboxer
Northernboxer

1723

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#49 Northernboxer
Member since 2004 • 1723 Posts

It's worth it because the entertainment is well worth the money.

If I play golf on Sundays for the whole summer that equals about $600.

If I play on xbox live every weeknight for the entire year it costs........only $50.

I don't know, I may have to quit golf so I can pay for live.

Avatar image for Bebi_vegeta
Bebi_vegeta

13558

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#50 Bebi_vegeta
Member since 2003 • 13558 Posts

[QUOTE="crazy-player"][QUOTE="UnnDunn"]There are no alternatives that do the same thing for free. On PC, most games implement their own custom online gaming systems, none of which are as robust as Xbox Live/GfW Live. Those may be alternatives, but they don't "do the same thing"... not even close.

yoyo462001

PC does the same thing and in most cases, better. XBL should be free just like PSN, Wii, and Steam is.

no Pc does not, XBL is far better than anything on the PC and this is coming from a PC gamer, Pc you need Vent or teamspeak in most instances.

Some games have implemented voice chat... and teamspeak or ventrilo is pretty awsome for free.