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As [[Microsoft]] developed the original [[Xbox]] console online gaming was designated as one of the key pillars for the greater Xbox strategy. [[Sega]] had made an attempt to capitalize on the ever-growing online gaming scene when it launched the [[Dreamcast]] video game console in 1999, including online support as standard. Nevertheless, due to lack of widespread broadband adoption at the time, the Dreamcast shipped with only a dial-up modem while a later-released broadband adapter was not widely supported or widely available. [[Downloadable Content]] was available, though limited in size due to the narrowband connection and the size limitations of a memory card. The online features, while praised as innovative, were largely considered a failure, and the Dreamcast's immediate competitors, the [[PlayStation 2]] and [[Nintendo GameCube]] did not ship with built-in network adapters.
As [[Microsoft]] developed the original [[Xbox]] console online gaming was designated as one of the key pillars for the greater Xbox strategy. [[Sega]] had made an attempt to capitalize on the ever-growing online gaming scene when it launched the [[Dreamcast]] video game console in 1999, including online support as standard. Nevertheless, due to lack of widespread broadband adoption at the time, the Dreamcast shipped with only a dial-up modem while a later-released broadband adapter was not widely supported or widely available. [[Downloadable Content]] was available, though limited in size due to the narrowband connection and the size limitations of a memory card. The online features, while praised as innovative, were largely considered a failure, and the Dreamcast's immediate competitors, the [[PlayStation 2]] and [[Nintendo GameCube]] did not ship with built-in network adapters.


Microsoft, however, hoped that the Xbox would succeed where the Dreamcast had failed. The company determined that intense online gaming required the throughput of a [[broadband Internet access|broadband]] connection and the storage space of a [[hard drive|hard disk drive]], and thus these PC-style features would be vital to the new platform. This would allow not only for significant downloadable content, such as new levels, maps, weapons, challenges and characters, to be downloaded quickly and stored, but also would make it possible to standardize bandwidth-intensive features such as voice communication. Based on this reasoning, the console included a standard [[ethernet|ethernet port]] in order to provide connectivity to common broadband networks, but did not include a modem or any dial-up support, and its online service was designed to support broadband users only. Critics scoffed at the idea, citing poor broadband adoption at the turn of the century.<ref>{{cite book|author=Dean Takahashi|title=Opening The Xbox: Inside Microsoft's Plan to Unleash an Entertainment Revolution|pages=339|ISBN=0-7615-3708-2}}</ref>
Microsoft, however, hoped that the Xbox would succeed where the Dreamcast had failed. The company determined that intense online gaming required the throughput of a [[broadband Internet access|broadband]] connection and the storage space of a [[hard drive|hard disk drive]], and thus these PC-style features would be vital to the new platform. This would allow not only for significant downloadable content, such as new levels, maps, weapons, challenges and characters, to be downloaded quickly and stored, but also would make it possible to standardize bandwidth-intensive features such as voice communication. Based on this reasoning, the console included a standard [[Ethernet|ethernet port]] in order to provide connectivity to common broadband networks, but did not include a modem or any dial-up support, and its online service was designed to support broadband users only. Critics scoffed at the idea, citing poor broadband adoption at the turn of the century.<ref>{{cite book|author=Dean Takahashi|title=Opening The Xbox: Inside Microsoft's Plan to Unleash an Entertainment Revolution|pages=339|ISBN=0-7615-3708-2}}</ref>


When the Xbox launched on [[November 15]], [[2001]], the as-yet unnamed online service was destined for a Summer 2002 deployment.<ref>{{cite web|author=Microsoft|title=Xbox Erupts on the Scene|url=http://www.microsoft.com/presspass/press/2001/nov01/11-15xboxeruptspr.mspx|accessdate=2006-12-01}}</ref> '''Xbox Live''' was finally given a name at [[E3]] [[2002]] when the service was unveiled in its entirety. Sound dampened booths and broadband connected Xbox consoles - featuring an early version of ''[[Unreal Championship]]'' - demonstrated the service on the show floor. The [[Epic Games|Epic]] title was one of the flagship titles for the service, which was slated for a debut on [[November 15]], [[2002]], marking the anniversary of the Xbox launch. Microsoft announced that 50 Xbox Live titles would be available by the end of 2003.<ref>{{cite web | publisher = [[Microsoft]] | title = Xbox Live Turns up the Volume on the Future of Gaming | url = http://www.microsoft.com/presspass/press/2002/may02/05-20e3briefingpr.mspx | date = [[2002-05-20]] | accessed = 12-01-06 }}</ref> Utilizing the required broadband bandwidth, Xbox Live featured a unified gaming "Friends List", as well as a single identity across all titles (regardless of the publisher), and standardized voice chat and communication; a feature that was still in its infancy, even on the PC.
When the Xbox launched on [[November 15]], [[2001]], the as-yet unnamed online service was destined for a Summer 2002 deployment.<ref>{{cite web|author=Microsoft|title=Xbox Erupts on the Scene|url=http://www.microsoft.com/presspass/press/2001/nov01/11-15xboxeruptspr.mspx|accessdate=2006-12-01}}</ref> '''Xbox Live''' was finally given a name at [[E3]] [[2002]] when the service was unveiled in its entirety. Sound dampened booths and broadband connected Xbox consoles - featuring an early version of ''[[Unreal Championship]]'' - demonstrated the service on the show floor. The [[Epic Games|Epic]] title was one of the flagship titles for the service, which was slated for a debut on [[November 15]], [[2002]], marking the anniversary of the Xbox launch. Microsoft announced that 50 Xbox Live titles would be available by the end of 2003.<ref>{{cite web | publisher = [[Microsoft]] | title = Xbox Live Turns up the Volume on the Future of Gaming | url = http://www.microsoft.com/presspass/press/2002/may02/05-20e3briefingpr.mspx | date = [[2002-05-20]] | accessed = 12-01-06 }}</ref> Utilizing the required broadband bandwidth, Xbox Live featured a unified gaming "Friends List", as well as a single identity across all titles (regardless of the publisher), and standardized voice chat and communication; a feature that was still in its infancy, even on the PC.

Revision as of 02:48, 28 June 2008

Xbox Live
File:Xbox-live-logo.jpg
DeveloperMicrosoft Corporation
TypeOnline Service
Last updatedJanuary 2008[1]
WebsiteOfficial Website

Xbox Live (trademarked as Xbox LIVE[2]) is an online multiplayer gaming and digital media delivery service created and operated by Microsoft Corporation. It was first made available to the Xbox video game console. An updated version of the service became available for the Xbox 360 console at that system's launch. Games for Windows - Live makes certain aspects of the system available on Windows Vista PCs, with plans to extend Live to other platforms such as handhelds and mobile phones as part of the Live Anywhere initiative.[3]

History

As Microsoft developed the original Xbox console online gaming was designated as one of the key pillars for the greater Xbox strategy. Sega had made an attempt to capitalize on the ever-growing online gaming scene when it launched the Dreamcast video game console in 1999, including online support as standard. Nevertheless, due to lack of widespread broadband adoption at the time, the Dreamcast shipped with only a dial-up modem while a later-released broadband adapter was not widely supported or widely available. Downloadable Content was available, though limited in size due to the narrowband connection and the size limitations of a memory card. The online features, while praised as innovative, were largely considered a failure, and the Dreamcast's immediate competitors, the PlayStation 2 and Nintendo GameCube did not ship with built-in network adapters.

Microsoft, however, hoped that the Xbox would succeed where the Dreamcast had failed. The company determined that intense online gaming required the throughput of a broadband connection and the storage space of a hard disk drive, and thus these PC-style features would be vital to the new platform. This would allow not only for significant downloadable content, such as new levels, maps, weapons, challenges and characters, to be downloaded quickly and stored, but also would make it possible to standardize bandwidth-intensive features such as voice communication. Based on this reasoning, the console included a standard ethernet port in order to provide connectivity to common broadband networks, but did not include a modem or any dial-up support, and its online service was designed to support broadband users only. Critics scoffed at the idea, citing poor broadband adoption at the turn of the century.[4]

When the Xbox launched on November 15, 2001, the as-yet unnamed online service was destined for a Summer 2002 deployment.[5] Xbox Live was finally given a name at E3 2002 when the service was unveiled in its entirety. Sound dampened booths and broadband connected Xbox consoles - featuring an early version of Unreal Championship - demonstrated the service on the show floor. The Epic title was one of the flagship titles for the service, which was slated for a debut on November 15, 2002, marking the anniversary of the Xbox launch. Microsoft announced that 50 Xbox Live titles would be available by the end of 2003.[6] Utilizing the required broadband bandwidth, Xbox Live featured a unified gaming "Friends List", as well as a single identity across all titles (regardless of the publisher), and standardized voice chat and communication; a feature that was still in its infancy, even on the PC.

Leading up to the launch, Microsoft enlisted several waves of beta testers to improve the service and receive feature feedback. When the service debuted, it lacked much of the functionality that later titles included, but Xbox Live grew and evolved on the Xbox and many aspects of the service were included with the Xbox 360 console out of the box, rather than through a later update. Microsoft's 5000th patent was Live-related and gave Xbox 360 users access to watch other gamers compete against each other over Xbox Live.[7]

The packaging for playable Xbox Live titles on the original Xbox console featured the trademark gold bar underneath the Xbox header. Tom Clancy's Splinter Cell and Brute Force sported a Live "bubble" design, as they only featured downloadable content. This was changed later, wherein all Xbox Live titles included the universal gold Live bar. By the time of the Xbox 360, all titles were required to provide at least a limited form of Xbox Live "awareness".

Xbox Live hit a milestone in July 2004,[8] when it achieved 1 million subscribers; and again in March 2007, when it achieved 6 million subscribers.[9] In August 2007, Xbox Live had over 7.1 million active users.[10] On November 15, 2007 Microsoft celebrated Xbox Live's 5th anniversary by offering its then over 8 million subscribers the title Carcassonne free of charge and awarding gamers who had subscribed to Live since its inception 500 free Microsoft Points. Over the 2007 Christmas period a lot of Xbox360's would not load as they should due to the problems with the Xbox Live service (they would not load the profiles and would just show a moving round circle).Due to intermittent service interruptions during late December 2007 and early January 2008, Microsoft promised to offer a free Xbox Live Arcade game to all Xbox Live users as compensation, concluding that, Marc Whitten has released an open letter to all Xbox Live members.[11] Increased demand from Xbox 360 purchasers (the largest number of new user sign-ups in the history of Xbox Live) was given as the reason for the downtime.[12] On January 18, 2008, Microsoft announced Undertow would be offered free for the week starting January 23 through January 27 as compensation.[13] The game was for both Silver and Gold users, so people who paid for their Xbox Live service got the same compensation as non payers.

Xbox Live has since passed the 10 million member mark for paying gold subscribers. This occurred 6 months earlier than Microsoft originally anticipated.[14] On May 14, 2008 Microsoft announced 12 million members.[15]

Microsoft’s Entertainment & Devices Vice-President Robbie Bach claims that Xbox Live sets the 360 apart from its rivals.[16] “Xbox Live is a big differentiator for us,” said Bach to investor.com, “That drives a significant amount of energy around what’s on with Xbox.” Bach cites the exclusive downloadable content for GTA IV as a reason why Microsoft’s online service is superior to its rivals.[17]

Xbox Live exclusive servers are based in Seattle, Washington while using some of Microsoft's other servers in Quincy and Yakima, Washington.[18]

Xbox Live features (specific to the Xbox 360)

  • Mottos for display on gamer profiles
  • Game achievements, which are earned during gameplay
  • Reputation rating which is voted on by other players who decide to either prefer or avoid another player
  • Gamerscores, which are a total of a player's achievement points
  • Friends list, which is a list of a player's chosen friends, up to 100 friends allowed
  • Recent player list, which lists the last 50 players a user has played with
  • Complaint filing system, which allows a user to report another user that has broken the Xbox Live Terms of Use
  • The Xbox Guide, which opens a window on the left side of the screen at any time for easy access to common features
  • Windows Live messenger integration
  • Access to Xbox Live Marketplace content, including new game content, games and movies
  • Voice Chat (wireless or wired headset required)
  • Video Chat (Live Vision camera required, with headset optional for chatting, this is on Gold membership only)
  • Multiplayer online gameplay (Gold only, unless a 48 hour trial code is used)
  • Enhanced matchmaking using cumulative gamerscore, reputation, location/language profile, and gamer zone
  • Bio section in which one can list personal interests, URLs, etc.
  • Parental controls, limiting children's exposure to other users ("Family Settings")

Xbox Live Silver and Xbox Live Gold

Features Live Silver Live Gold
Download Content Yes Yes
Voice Chat Yes Yes
Video Chat No Yes
Multiplayer Gameplay No Yes
One week after Gold subscribers
  • Every Xbox 360 comes with a 1 month subscription to Xbox Live Gold. To continue this subscription or to fully upgrade to a 12 month, the user either signs up with a credit card through the Xbox 360 or may purchase one of the pre-paid Gold subscription cards available at retail stores.
  • Connection to Xbox Live requires a broadband connection.

Xbox Live Marketplace

File:Xblmlogo.PNG
The offical Marketplace logo

The Xbox Live Marketplace is a virtual market that allows users to download free and premium content. The service offers content for retail games, movies, game trailers, game demos, Xbox Live Arcade games, gamer tag images, original Xbox games, and Xbox 360 Dashboard themes. Premium content is purchased using Microsoft Points, which can be obtained directly on the console via a credit card transaction from the dashboard, or as a pre-paid card containing a specific value of Microsoft Points from retail stores.

Xbox Live Arcade

Xbox Live Arcade allows users to purchase and download games to their Xbox 360 consoles. These games are smaller in size than those available on a regular Xbox 360 disc, and include re-releases and interpretations of older arcade and console games, online versions of popular board and card games, and original games often produced by independent video-game developers.[19]

Gamertag

A Gamertag is the universal name for a player's username on Microsoft's Xbox Live. A Gamertag must be unique and can be up to 15 characters in length. Using a Gamertag, any player can be located and messaged from within Live. There are also several websites which allow users of Gamertags to upload photos and information about themselves. Gamertags can be changed using a premium service on the Xbox 360 console (for a price of 800 Microsoft Points), although a given console has a total of four slots for such accounts.

A player's Gamertag account status can be checked using a variety of online tools, this is useful especially when looking for a new gamertag, or confirming a Gamertag exists.

Gamertags can be used in a variety of places, including the original Xbox, the Xbox 360, Games for Windows - Live, Zune, and XNA Creators Club.

Gamertags also contain avatar images (or "gamer pictures"), often associated with certain games or game characters. Individual gamerpics cost between 15 and 20 Microsoft Points, but they are usually bundled into packs; packs of four or five gamerpics usually cost 80 Microsoft Points, while packs of ten typically cost 150.

Gamerscore

The Gamerscore(G) is a measure that corresponds to the number of Achievement points accumulated by an Xbox Live user. These Achievement points are awarded for the completion of game-specific challenges, such as beating a level or amassing a specified number of wins against other players in Xbox Live matches. Initially, retail Xbox 360 games offered up to 1,000G spread over a variable number of Achievements, while each Xbox Live Arcade title contained 12 achievements totaling 200G. These possible totals per game have been raised to 1250G and 250G, respectively; see below. Achievements became a potent system seller for the console.

GameSpot published an article on how to achieve 6,000 easy Achievement points[20] due to the lax requirements that some early Xbox 360 titles had for Achievements, notably EA Sports and 2K Sports titles, that would require almost no effort from the gamer to get the maximum 1,000G. The following year's sports titles (2K Sports' 2K7 and EA Sports' 07 titles) featured far more challenging Achievements. On February 1, 2007, Microsoft announced on their Gamerscore Blog some new policies that developers must follow related to Gamerscore and Achievements in future releases.[21] All games must have 1,000 Gamerscore points in the base game - the title can ship with fewer than 1,000 points, but anything added later must be free. Game developers also now have the option of adding up to 250 points via downloadable content (for a total of 1,250 points) - this content can be either free or paid. Xbox Live Arcade titles may add up to 50 points via downloadable content (for a total of 250 points).

On May 26, 2007, Halo 2 was the first Games for Windows game to feature Achievements, which counted towards a player's Xbox Live Gamerscore.

On March 25, 2008, Microsoft cracked down on "Gamerscore cheaters" (those who used "external tools" to artificially inflate their Gamerscore), and reduced their Gamerscores to zero without the option to recover the scores that had been "earned", and branded the player by denoting on their Gamertag that they were a "Cheater".[22]

Gamercard

File:360gamercard.jpg
Gamercard of Major Nelson.

The Gamercard is an information panel used to summarize one's user profile on Microsoft's Xbox Live. The pieces of information on a Gamercard include:

  • Gamertag
  • Gamerscore
  • Reputation
  • Gamer Zone
  • Recent games played

A player's Gamercard can be viewed via the Xbox 360 Dashboard, or online through Xbox.com. Third party sites, such as MyGamerCard.net, allow users to post a rendered version of their Gamercard as a small Flash applet or JPEG image on any website or Internet forum.

There are four Gamer Zones; Recreation is for casual gamers, Family is for family-friendly gamers (without profanity, etc.), Pro is for competitive gamers who enjoy a challenge, and Underground is for no-holds-barred gaming where anything goes (as long as it does not violate the Xbox Live Terms of Use).

TrueSkill

TrueSkill[23] on the Xbox 360 is a skill-based ranking system that is used across the majority of Xbox 360 titles. It involves the user playing ranked games against other players, with the results used to update the skill level estimates of those involved. For each game, a user has two hidden statistics: an estimated skill level, and an uncertainty factor. As a player continues to play further matches of the same title, the system revises the estimated skill level and decreases the uncertainty factor. As the uncertainty in the estimate decreases, the estimated level moves up or down by a smaller amount with each successive match. The eventual goal is to exactly determine the level of the player, i.e. his or her "true skill level". Depending on the title, this calculated skill level may or may not be displayed to users.

When matchmaking, the system attempts to match individuals based on their estimated skill level. If two individuals are competing head-to-head and have the same estimated skill level with low estimate uncertainty, they should each have roughly a 50% chance of winning a match. In this way, the system attempts to make every match as competitive as possible.

In order to prevent abuse of the system, the majority of ranked games have relatively limited options for matchmaking. By design, players cannot easily play with their friends in ranked games. Instead, the system supports unranked Player Matches, which allow individuals of any skill level to be paired (often including "guests" on an account). Such matches do not contribute to the TrueSkill rating.

Windows Live Messenger

File:Xbox 360 Text Input Device.jpg
The Chatpad for the Xbox 360 Messenger Kit

Windows Live Messenger allows users of Xbox Live, Microsoft Windows-based PCs and Windows Mobile devices to connect and directly message each other. It is possible to chat with up to six people at one time, while playing games, listening to music, or watching movies. This complements the existing voice and video chat of Xbox Live. Users will see at a glance if their existing contacts on Windows Live Messenger have Gamertags. As of the December 4, 2007 dashboard update, Windows Live Messenger on Xbox Live is now available to child accounts if the user is 13 years of age or older.

On September 4, 2007, Microsoft launched the Xbox 360 Messenger Kit, a small QWERTY keypad that will connect directly into the Xbox 360 controller to support text and instant messaging. Users can connect the keypad into any Xbox 360 controller (Wireless or Wired), and have the ability to write a message back, and get right back into any game or movie the user is playing.

Pricing and subscriptions

File:Microsoft points card 2100.jpg
An example of a prepaid 2100 card, which can be used on Xbox Live Marketplace or Games for Windows

The Silver level service is free, while the Gold level requires a paid subscription. Xbox Live Gold subscriptions can be purchased directly from the Xbox 360, with a credit card and many retailers sell subscriptions, often at a discount. When purchased directly from the Console, the Gold subscription pricing is as follows:

Country 1 Month 3 Months 12 Months
U.S. $7.99 $19.99 $49.99
United Kingdom £4.99 £14.99 £39.99
Canada N/A C$ 29.99 C$ 59.99
Singapore SGD 13.90 SGD 34.90 SGD 79.90
Sweden SEK 79 SEK 199 SEK 599
Europe € 6.99 € 19.99 € 59.99
Australia AU$ 10.95 AU$ 29.95 AU$ 79.95
New Zealand NZ$ 10.95 NZ$ 29.95 NZ$ 79.95[24]
Japan ¥819 ¥2079 ¥5229

If users associate a credit card with their Xbox Live account, when the current subscription ends, it is renewed automatically. When this occurs, a notification e-mail is sent to the e-mail address registered for the account. In order to cancel this automatic renewal, users are required to phone a customer service number as cancellations cannot be made directly from the console. This procedure has been criticized by some users, particularly with respects to requests made by customer service operators concerning the reasons for cancellation.[25][26][27][28]

Hardware accessories

Xbox Live Vision

Xbox Live Vision camera
File:Xbox 360 Wireless Headset in the off postion.jpg
Xbox Live Wireless Headset

The Xbox Live Vision camera was announced at E3 2006,[29] and was released September 19 2006 in North America, October 6 2006 in Europe and Asia, and November 2 2006 in Japan[30].

The first "Camera Enabled" game, a video game incarnation of the classic card game UNO, was released on May 9, 2006.[31] The Xbox 360 versions of World Series of Poker and Rainbow Six: Vegas debuted a "Digimask" technology that will map a player's facial expressions onto his or her in-game avatar.[32]

The Vision camera comes bundled with a wired Xbox 360 Headset, one free month of Xbox Live Gold membership, and two Xbox Live Arcade games - UNO and TotemBall (both having free trial downloads on the Xbox Live Marketplace). A second package is available for $79.99 which contains Robotron 2084, 200 Microsoft Points and a 12 Month subscription to Xbox Live Gold in addition to the wired headset, UNO and TotemBall.

Xbox 360 Wireless Headset

The wireless headset uses the console's built-in 2.4 GHz wireless receiver to communicate with the Xbox 360. This allows players to use the headsets without an active controller from up to a range of around 30 ft. It runs on a rechargeable battery which takes about 6 hours to charge and has a charger included. The headset is currently available in North America, Europe and Australia priced at $59.99 USD and $79.95 AUD respectively. Also, the Wireless Headset is capable of being reassigned to different remote controllers connected to the 360 Console and also can be use as a voice communicator for a Windows desktop computer.

Programs and initiatives

Gamerscore Blog

Gamerscoreblog is an official website for Xbox Live and is run by members of the Xbox global marketing team. It is frequently updated with news and information about Xbox products and games. It features a weekly audio podcast, screenshots and photos.

Inside Xbox

Inside Xbox is a newsletter about Xbox Live news, events, products, interviews and games that is integrated in the Xbox 360 Dashboard. Content for Inside Xbox is created by the Xbox global marketing team and features streaming video segments "Pick Up and Play", "Major’s Minute" with Larry Hryb and "Game with Fame".

Game with Fame

The "Game with Fame" initiative has been Microsoft's way to connect their gamers with celebrities. In this program, players can play online with or against famous groups or individuals for a limited period of time. Some of the recent participants have been Velvet Revolver, Megadeth, Quietdrive, Shia LaBeouf, Jack Black, Aqua Teen Hunger Force and Jimmy Thornton. Players often have to send a friend request and/or e-mail to a certain gamertag or address in order to allow them to play a certain game with said celebrity. Further information is available on the Game with Fame homepage.

Xbox Ambassador Program

Xbox Ambassadors are community members selected by Microsoft who have proven themselves to be helpful towards other Xbox Live members and are willing to assist new Xbox Live users integrate themselves into the community. Presently, there are ambassadors in 18 countries representing 30 different languages.[33] Xbox Ambassadors are held to a higher standard of conduct than other Xbox Live members and are expected to keep a few slots on their Friends Lists open for users looking for help, to be patient and friendly with people who ask for help and to offer advice and guidance, directing users to official Xbox support channels when appropriate. Further information is available on the Xbox Ambassador homepage.

Live Anywhere

Microsoft's Live Anywhere initiative will enable a variety of non-Xbox platforms such as Windows Vista PCs, Windows Mobile phones, and Java-enabled phones to connect to Xbox Live. A gamer will be able to keep a Gamertag, purchase and play Xbox Live Arcade games, and connect to other Xbox Live users to play Arcade games and conduct text, and audio chat. The service will be open to any 3rd-party developers, but they must be able to provide key functionalities such as game ratings, achievement points, and the ability to properly connect to Xbox Live.

The only non-Xbox platform supported by Live is Windows Vista, with the new Games for Windows - Live service which launched on May 8, 2007.

Xbox Rewards

Xbox Rewards is a program designed to provide both casual and hardcore players incentives to play on Xbox Live by subsidizing the achievement points gamers accumulate with actual rewards. This works by having gamers register for specific challenges which, if successfully completed, yield a challenge-specific reward.[34]

Security

Microsoft implements a number of different security measures on its Xbox Live service. One of these takes the form of a proactive security check that assures that only unmodified machines may access their service. On May 17, 2007, Microsoft ceased permitting consoles with modified firmware from accessing Xbox Live. According to Microsoft, consoles with firmware of unknown origin, quality or intent were banned permanently from Xbox Live. A Microsoft representative indicated that the action was taken to assure "the integrity of the service and protect our partners and users."

Recently, individuals have bypassed these firmware security checks using custom firmware (e.g., the iXtreme firmware) which prevents detection of alterations, effectively "stealthing" the modification. It is possible, however, that this is still detectable, and hence leaves open the possibility of future bans.[35]

It has been discovered that pretexting has been used to impersonate an Xbox Live user for the purposes of malfeasance. Microsoft has implemented greater security in an effort to decrease the service's susceptibility to social engineering.[36]

Getting online

Since the Xbox and Xbox 360 both include a built-in ethernet port, individuals can access Xbox Live by connecting a cable directly to their high-speed Internet device; however, many users have a more elaborate local area network configuration. Such configurations often take advantage of wireless access, or allow multiple machines to share a single Internet connection (via Network address translation). Users opting to use an existing wireless network can connect to Xbox Live by purchasing a wireless network adapter, which connects via USB into the back of the console.

While Universal Plug and Play attempts to address the needs of advanced users, not all devices support this (or support it properly). As such, manual system configuration and trouble-shooting is sometimes required. The official Microsoft site offers solutions to common errors such as "IP Failed", or "MTU Failed". Another website that offers a free support service is Xbox Live The Guide, which also covers a number of common issues. Additionally, users can often seek help from each other in online internet forums. Common topics include how to assign a static IP address, as well as how to make of use of router DMZs, port forwarding, or port triggering to deal with Network address translation problems.

Xbox Live itself uses a number of inbound and outbound ports on the Xbox and Xbox 360. Therefore, some ports need to be automatically or manually forwarded to the console if it is behind a restrictive firewall.[37]


Availability

Xbox Live is currently available in 34(25 officially) countries and territories:[38]

  • The Xbox Live has still not yet been launched in Morocco.
  • In January 2008 the Greek Xbox Community created an online petition, asking for official Xbox Live Support in Greece.[39]
  • Iceland is also awaiting official Xbox Live support.

References

  1. ^ "January 2008 System Update". Retrieved 2008-03-27.
  2. ^ "Microsoft Trademarks". 2007-12-13. Retrieved 2007-12-13. {{cite web}}: Check date values in: |date= (help)
  3. ^ "Imagine A Live Anywhere!". 2007-01-12. Retrieved 2007-01-12. {{cite web}}: Check date values in: |date= (help)
  4. ^ Dean Takahashi. Opening The Xbox: Inside Microsoft's Plan to Unleash an Entertainment Revolution. p. 339. ISBN 0-7615-3708-2.
  5. ^ Microsoft. "Xbox Erupts on the Scene". Retrieved 2006-12-01.
  6. ^ "Xbox Live Turns up the Volume on the Future of Gaming". Microsoft. 2002-05-20. {{cite web}}: Check date values in: |date= (help); Unknown parameter |accessed= ignored (help)
  7. ^ Console Watcher. "Microsoft's 5,000th Patent: Allowing Users To Spectate Other Players Through Live".
  8. ^ Xbox Live roster hits 1 million |CNET News.com
  9. ^ iTWire - Xbox Live: 6 million users and counting - thumbs nose at PS3, Wii
  10. ^ TG Daily - Xbox Live user tally reaches seven million
  11. ^ Xbox.com |Support
  12. ^ Microsoft offers free game for Xbox Live holiday problems. PC World, January 4, 2008.
  13. ^ Undertow Free of Charge Next Week on Xbox Live Arcade
  14. ^ [1]
  15. ^ http://news.yahoo.com/s/nm/20080514/tc_nm/microsoft_xbox_dc_2
  16. ^ PS3 cant compete with Xbox Live
  17. ^ Bach: PS3 can’t compete with Xbox Live - MCV: 06/03/2008
  18. ^ http://kotaku.com/383885/xbox-live-preps-for-gta-iv-server-riot - Msoft Prepares for GTA IV: Xbox Live Preps for GTA Server Riot
  19. ^ Xbox.com |Xbox Live Arcade - Classic and New Games on Xbox 360
  20. ^ How to Earn 6000 Points - Features at GameSpot
  21. ^ Gamerscore Blog : Addicted to Achievements?
  22. ^ Cheaters Branded on Xbox Live, Gamerscore Reset, Joystiq
  23. ^ "TrueSkill".
  24. ^ "Xbox New Zealand Website". 2008-05-14. Retrieved 2008-05-14. {{cite web}}: Check date values in: |date= (help)
  25. ^ "Cancellation Woes". 2008-02-15. Retrieved 2008-02-21. {{cite web}}: Check date values in: |date= (help)
  26. ^ "Xbox Live: how hard is it to cancel". 2008-02-21. Retrieved 2008-02-21. {{cite web}}: Check date values in: |date= (help)
  27. ^ "Cancelling Xbox Live". 2007-12-10. Retrieved 2008-02-21. {{cite web}}: Check date values in: |date= (help)
  28. ^ "How to remove credit card details from Xbox Live". 2007-12-15. Retrieved 2008-02-21. {{cite web}}: Check date values in: |date= (help)
  29. ^ Engadget & Joystiq's live coverage of Microsoft's Xbox 360 E3 event - Joystiq
  30. ^ Xbox.com |Hardware Catalog - ハードウェア検索
  31. ^ Uno for Xbox 360 Review - Xbox 360 Uno Review
  32. ^ Xbox.com |World Series of Poker®: Tournament of Champions - Game Detail Page
  33. ^ "Xbox Ambassadors on Xbox LIVE".
  34. ^ "Xbox Rewards: Join The Action". Microsoft. Retrieved 2007-12-10.
  35. ^ "Xbox-Scene News: iXtreme firmware 1.0 for TS-H943 Xbox 360". xbox-scene.com. 2007-05-29. Retrieved 2007-05-29. {{cite web}}: Check date values in: |date= (help)
  36. ^ Hryb, Larry (2007-03-23). "Xbox Live Security Update - Xbox Live's Major Nelson". majornelson.com. Retrieved 2007-03-23. {{cite web}}: Check date values in: |date= (help)
  37. ^ Xbox 360: Port settings for Xbox Live
  38. ^ Countries with Live Service, Xbox.com accessed October 12, 2007
  39. ^ Greek Official petition for Xbox Live support

See also