Microsoft $1 billion bet on Xbox Network

erub

Diamond Member
Jun 21, 2000
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Should be interesting..I wonder if it will be worth it. I've played Halo online a few times. It was fun, but only 1 out of every 5 games was without lag, and only 2 out of every 5 games were playable at all. I have a DSL connection too, 128kbps up and 1.5mbps down.

Microsoft's $1 Billion Bet on Xbox Network
By JOHN MARKOFF


AN FRANCISCO, May 19 ? It was nearly a decade ago that a young Microsoft programmer named J. Allard sounded the alarm and convinced Bill Gates that the Internet was a threat to the dominance of the Microsoft Windows operating system.

On Monday, Microsoft will announce Mr. Allard's next big gamble: an ambitious billion-dollar-plus investment in an online game service to be called Xbox Live.

Microsoft hopes to create what it describes as the equivalent of an online Disneyland, globally accessible over the Internet, where gamers who subscribe can find partners for dozens of different adventure, racing and sports games.

The company is betting the service will save its Xbox video-game system, which began shipping last November but still lags far behind the industry-leading Sony PlayStation 2, which has nearly 30 million units in use worldwide, compared with only 3.5 million for the Xbox. (There are an estimated four million to five million Nintendo GameCube consoles now in use.)

While Sony and Nintendo have online plans, networked game playing is peripheral to their video-game strategies. For Microsoft, it has been integral to the Xbox plan from the beginning ? the wedge with which Microsoft hopes to gain entry to the nation's and world's living rooms and become an entertainment powerhouse.

It is a bet as ambitious as it is expensive. When Microsoft opens the electronic doors for its service this summer, the Internet technology in its three data centers in London, Seattle and Tokyo will have more capacity than its own Microsoft.com, which itself is one of the world's largest Web sites. The risk is that Microsoft is entering a quagmire that will soak up vast amounts of investment and lock the company in a bitter, potentially unwinnable battle with Sony and Nintendo, which will each be describing their own online services at this week's game industry convention, the Electronic Entertainment Expo, which starts Wednesday in Los Angeles.

For Xbox Live to become a success the company acknowledges that it will have to attract millions of customers willing to pay $50 or more for each game's software and perhaps a $9.95 monthly subscription, in addition to the $40 to $60 a month for the high-speed Internet connection the service will require.

Those are big if's, because while video games have become a wildly popular form of home entertainment, online game playing ? so far mainly employing personal computers, not game consoles ? has never appealed to more than a fraction of Internet users, and in almost all cases, only when it is free.

Even more daunting is the fact that there is little evidence that video games have expanded much beyond their core audience of adolescent and college-age males.

"Gaming is a very age-specific and demographic-specific device and experience," said Mitchell Kertzmann, the chief executive office of Liberate Technologies, an interactive television equipment supplier based in San Carlos, Calif.

There have already been well-publicized failures in the online gaming business. During the Internet bubble, start-ups like Total Entertainment Network and MPATH rose and fell on the promise of offering Web game portals for paying PC customers. And Sega, the one video-game company that did start an online service, Sega.net, way back in 2000, has dropped that service and no longer even makes game consoles, now focusing instead on software.

"It only works when you get to significantly high numbers of subscribers," said Lawrence Probst, chairman and chief executive officer of Electronic Arts, the largest maker of computer and video-game software. "We've learned that the hard way with EA.com," he said, referring to the company's online computer-game service, whose only profitable component is the medieval-themed Ultima Online, which has about 200,000 subscribers.

Another challenge may arise in household geography. In most homes, the video-game console is located in the living room, where the television set is ? nowhere near the high-speed Internet connection in the den. That assumes, of course that the den has a high-speed connection.

Microsoft asserts that as many as half of its Xbox customers already have high-speed, or broadband, Internet connections. But so far only 12 percent of the nation's households have broadband Internet, according to Odyssey, a market research firm in San Francisco, and the number is growing only slowly.

"If this service requires broadband, just put it in the icebox for awhile," said Nick Donatiello, Odyssey's president.

And yet Microsoft's new service does have its defenders, industry executives who think that online gaming can reach a broader audience than stand-alone video games have.

"Microsoft has the resources to make online gaming successful," said Charles Bellfield, the vice president for corporate strategy at Sega, which develops games for the Xbox and will offer versions for Xbox Live. "It may not happen on day one, but by the time gaming reaches the mainstream, it will be doing well."

Mr. Allard, who is now general manager of Microsoft's Xbox division, argues that Microsoft can create a mass audience by the force of a huge effort and by the company's ability to tap into a latent demand that he said he first detected three years ago..

In an interview last week, Mr. Allard recalled the epiphany. While visiting a Seattle video-game arcade with other Xbox designers in 1999 he realized that the longest lines were all formed around the multiplayer games ? the basketball, car racing, tank warfare and other competitions in which players compete on individual or clustered machines.

He said he came to believe that it would be the "social" experience offered by the Internet that would drive the next major generation of video games. That is why he committed the company to add the $40 to $50 worth of hardware to each Xbox needed to make every console Internet ready.

Now Microsoft is ready to tap that built-in capability. On Monday, the company plans to announce that it will begin consumer tests of Xbox Live this summer with a one-year subscription and a headset, for $49, that will enable Xbox owners with high-speed Internet connections to compete and converse with one another online. Despite speculation that the company might use its online network connection to link Xbox users to Microsoft's other services, Mr. Allard insists that Xbox Live will stay focused on gaming.

Robert J. Bach, a Microsoft senior vice president in charge of its games division said the company was planning a service that he compared to Disneyland for its safe, wholesome environment ? in contrast to the "Coney Island" he said that the open Internet can sometimes become. "Compare Coney Island to Disneyland," he said. "When you're at Disneyland, there's no trash, no violence and you never see security. That's what we have in mind."

Mr. Allard invoked to the same metaphor to criticize his biggest competitor's approach. "I won't deny that I've occasionally referred to Sony's online service as Sony Island," Mr. Allard said.

Sony, which has said that it will begin selling a $40 adaptor for connecting the PlayStation 2 to the Internet either via dial-up modem or high-speed connection in August, makes no apologies for its approach. Although the company will not attempt to match Microsoft's ambitious online theme-park environment, neither will Sony attempt to charge users for playing its video games online ? at least not initially.

If the gaming experiences are comparable for players, a free service based on Sony's market-dominating video-game console could prove an insurmountable rival to Microsoft's fee-based "walled garden" approach.

Moreover, unlike Microsoft's command-and-control approach to the Xbox Live network, the Sony service will not force independent game publishers to provide their online PlayStation games through Sony's own network. That difference was highlighted when executives at Electronic Arts said last week that they planned an online alliance with Sony but remained unsure whether to get involved with Microsoft's XBox Live. Electronic Arts said it worried it might risk losing its customers to competing Microsoft games.

Sony executives, meanwhile, questioned whether Xbox Live could ever justify itself financially.

"If I were Microsoft, I would spend my money first on selling units rather than building an online service," said Kazuo Hirai, the president and chief operating officer of Sony Computer Entertainment America.

None of this deters Mr. Allard. Just as 3D graphics propelled growth in the last generation of video games, he said, Microsoft's ability to create a social experience will drive the next generation of gaming. "The pendulum has swung too far in the single-user direction," he said.

A critical component of the social experience planned for Xbox Live will be the audio headset, enabling players to cheer and jeer one another. The technology includes a "voice masking" feature that will conceal the identities and even ages of the contestants ? a Disneyland safeguard meant to deter adult exploitation of children online.

Some analysts agree with Microsoft that voice capabilities could take video gaming to the next level.

"You're looking at a service that will become a new phone network overnight," said Richard Doherty, president of Envisioneering, a research and consulting firm in Seaford, N.Y. "By Christmas, Microsoft could become the nation's fourth-largest phone company."

 

Ramsnake

Senior member
Apr 12, 2002
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has anyone heard abt some mod chip which is supposed to make hacked images work in xbox and bypassing the protection....supposed to have come up a few days back, i think this could spell trouble for microsoft because the xbox venture was supposed to recover the money from selling the software titles.
 

kranky

Elite Member
Oct 9, 1999
21,019
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I wonder how they are going to overcome the fact that many of the people they are targeting aren't old enough to have a credit card to pay for the service. Good luck getting Mom and Dad to pay!

I'm confident in predicting that this will go nowhere. A lot of people would like to participate, but they won't pay for it.
 

vi edit

Elite Member
Super Moderator
Oct 28, 1999
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I agree with Kranky, subscription services aren't going to work well for this sort of thing. About the only type of game that works well in this system is the Everquest, Asherons Call, and DAOC sorts of games. And they are vastly different than a couple people joining up to play a game of football or race cars against each other.

 

FoBoT

No Lifer
Apr 30, 2001
63,084
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my problem with playing online with unknown people is that i can't usually find someone of a roughly equivlalent skill level, i always get my @ss kicked by some 12 year old, that sorta makes it not so much fun :disgust:

i don't mind losing, but if its extremely one sided, it isn't any fun
 

spanky

Lifer
Jun 19, 2001
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sux how MS can afford to lose $1 billion, while i can't afford to lose $4 (lunch money) :(
 

Ramsnake

Senior member
Apr 12, 2002
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Originally posted by: FoBoT
my problem with playing online with unknown people is that i can't usually find someone of a roughly equivlalent skill level, i always get my @ss kicked by some 12 year old, that sorta makes it not so much fun :disgust:

i don't mind losing, but if its extremely one sided, it isn't any fun


so very true...i always thought i was a very good UT player until i got my a$$ spanked repeatedly in mutliplayer games...those guys are just too good....im sure they must be using some bots or hacks to play that well....their movements are so lightning fast and very accurate at shooting.

 

JellyBaby

Diamond Member
Apr 21, 2000
9,159
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I hope they're bundling broadband/DSL service with the package or it will be a really short $1 billion trip.

These big net ventures seem pretty fruitless to me. Perhaps when a secure, stable and fast internet becomes reality it may have a better chance.
 

Smolek

Diamond Member
Aug 30, 2001
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erub, one thing you may not have thought of was that everything that was played online so far (xboxconnect, gamespy) are not ms servers, these were regular servers setup for other games. The rumored pricing is 49 for the first year and you get the voice command headset for free
 

AU Tiger

Diamond Member
Dec 26, 1999
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Any word on Nintendo's plans yet. I saw that the broadband adapter was announced, but haven't seen much on services.
 

controversial

Banned
Jan 6, 2002
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so very true...i always thought i was a very good UT player until i got my a$$ spanked repeatedly in mutliplayer games...those guys are just too good....im sure they must be using some bots or hacks to play that well....their movements are so lightning fast and very accurate at shooting.
lmao:D
 

Oneiric

Member
Mar 13, 2002
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I don't know I just can't respect a system that isn't japanese... also theres a linux base available for the PS2.
 

bozack

Diamond Member
Jan 14, 2000
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Originally posted by: Oneiric
I don't know I just can't respect a system that isn't japanese... also theres a linux base available for the PS2.

Funny how you cannot respect a console which is not japanese...in an interesting comparison I cannot respect any current japanese autos, and would probabily never buy one..with that said, whoever has the best product wins in my book, no matter who makes it.
 

LH

Golden Member
Feb 16, 2002
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MS is laying the foundation to change online gaming. People bitch at the price but, $9.95 a month for every game + more per MMOG. SWG, no doubt EQ2 as well, they may be Sony properties, but Sony knows MS has the best chance of bringing online gaming as mainstream as possible to the console world. When your biggest competitor is publishing online games for your console, well you get the idea.