XBox Live
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XBox Live
This plan seems to have pros and cons. It looks great for massively multiplayer games, since they appear to all be covered under the XBox Live subscription. That way, players won't have to pay separate fees for each game, and they won't have to deal with canceling subscriptions if they get tired of a game.
However, it appears players won't be able to take the XBox online unless they subscribe to XBox Live. For people who don't want to play multiplayer online RPGs, subscription fees are unheard of. They'll be paying $10 per month for patches to games and a matchmaking service. These things are free on PCs.
The PS2 online plans will offer free matchmaking for most games, but seperate subscription fees for games like massively multiplayer games like FFXI and Star Wars (Everquest on PS2 appears to be free).
Also, The PS2 obviously won't be able to support patches and add-on downloads.
Personally, I'm kind of averse to subscription fees myself. I'm happy about free matchmaking on PS2 for games that are played client to client, but I'll probably skip FFXI.
However, it appears players won't be able to take the XBox online unless they subscribe to XBox Live. For people who don't want to play multiplayer online RPGs, subscription fees are unheard of. They'll be paying $10 per month for patches to games and a matchmaking service. These things are free on PCs.
The PS2 online plans will offer free matchmaking for most games, but seperate subscription fees for games like massively multiplayer games like FFXI and Star Wars (Everquest on PS2 appears to be free).
Also, The PS2 obviously won't be able to support patches and add-on downloads.
Personally, I'm kind of averse to subscription fees myself. I'm happy about free matchmaking on PS2 for games that are played client to client, but I'll probably skip FFXI.
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FFXI actually requires the use of a hard drive I thought? Maybe I am thinking about old articles, but either way, the PS2 will use patches and whatever else they give you to download. They are releasing the HDD for $80. The Network Adapter is $40.
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You know, I have an entire thread dedicated to the online plans of each system found here:
http://www.dvdtalk.com/forum/showthr...hreadid=207793
That thread goes into very descriptive detail about the XBox Live service.
Also, you have made a few mistakes, Scandal.
For the first 12 months, the price is $49.99 for XBox Live. That includes the XBox headset communicator and a copy of Re-Volt. It's boils down to a little over 4 bucks a month. After that first 365 days, the cost will be a monthly fee that has yet to be finalized.
Also, here are some features you left out for XBox Live:
1. Stat tracking and Online rankings.
2. Structured Tournaments
3. Episodic downloads. For instance, Toe Jam and Earl will offer downloadable levels and objects.
As far as the PS2 games are concerned, all 1st party games are currently free. 3rd parties will have free reign over charging consumers if they so shoose.
For instance, Sega will be charging PS2 owners a monthly fee to play their entire libary of sports games online. Adversely, Sierra won't be charging a dime for people to play Tribes online.
http://www.dvdtalk.com/forum/showthr...hreadid=207793
That thread goes into very descriptive detail about the XBox Live service.
Also, you have made a few mistakes, Scandal.
For the first 12 months, the price is $49.99 for XBox Live. That includes the XBox headset communicator and a copy of Re-Volt. It's boils down to a little over 4 bucks a month. After that first 365 days, the cost will be a monthly fee that has yet to be finalized.
Also, here are some features you left out for XBox Live:
1. Stat tracking and Online rankings.
2. Structured Tournaments
3. Episodic downloads. For instance, Toe Jam and Earl will offer downloadable levels and objects.
As far as the PS2 games are concerned, all 1st party games are currently free. 3rd parties will have free reign over charging consumers if they so shoose.
For instance, Sega will be charging PS2 owners a monthly fee to play their entire libary of sports games online. Adversely, Sierra won't be charging a dime for people to play Tribes online.
Last edited by Flay; 05-25-02 at 05:21 PM.
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Originally posted by joshd2012
FFXI actually requires the use of a hard drive I thought? Maybe I am thinking about old articles, but either way, the PS2 will use patches and whatever else they give you to download. They are releasing the HDD for $80. The Network Adapter is $40.
FFXI actually requires the use of a hard drive I thought? Maybe I am thinking about old articles, but either way, the PS2 will use patches and whatever else they give you to download. They are releasing the HDD for $80. The Network Adapter is $40.
If FFXI does, in fact, require the hard drive, Square is going to go bankrupt on it.
Which is probably fine for PS2 fans, because then Sony will bail them out like they did after Square nearly lost the house on their movie, and Square will become a Sony second party.
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Originally posted by Flay
Also, you have made a few mistakes, Scandal.
For the first 12 months, the price is $49.99 for XBox Live. That includes the XBox headset communicator and a copy of Re-Volt. It's boils down to a little over 4 bucks a month. After that first 365 days, the cost will be a monthly fee that has yet to be finalized.
Also, here are some features you left out for XBox Live:
1. Stat tracking and Online rankings.
2. Structured Tournaments
3. Episodic downloads. For instance, Toe Jam and Earl will offer downloadable levels and objects.
As far as the PS2 games are concerned, all 1st party games are currently free. 3rd parties will have free reign over charging consumers if they so shoose.
For instance, Sega will be charging PS2 owners a monthly fee to play their entire libary of sports games online. Adversely, Sierra won't be charging a dime for people to play Tribes online.
Also, you have made a few mistakes, Scandal.
For the first 12 months, the price is $49.99 for XBox Live. That includes the XBox headset communicator and a copy of Re-Volt. It's boils down to a little over 4 bucks a month. After that first 365 days, the cost will be a monthly fee that has yet to be finalized.
Also, here are some features you left out for XBox Live:
1. Stat tracking and Online rankings.
2. Structured Tournaments
3. Episodic downloads. For instance, Toe Jam and Earl will offer downloadable levels and objects.
As far as the PS2 games are concerned, all 1st party games are currently free. 3rd parties will have free reign over charging consumers if they so shoose.
For instance, Sega will be charging PS2 owners a monthly fee to play their entire libary of sports games online. Adversely, Sierra won't be charging a dime for people to play Tribes online.
Anyway, stat tracking and rankings isn't a huge deal. Battle.net does that for free, and so does Westwood online for Command and Conquer. You can save your record on a PS2 memory card.
Nothing pre-empts PS2 games from having tournaments, of course. Once again, Microsoft is trying to charge for something Battle.net players have had for free since Starcraft.
The downloads are something that only XBox can do. The plus side of that is that developers can add a lot of value to the games, and increase the game worlds through downloads. The best case scenario is that Microsoft and developers might make it possible for people to develop mods like Team Fortress or Counterstrike for XBox. This could be a major feather in Microsoft's cap.
However, the skeptical perspective is that this will introduce one of the biggest frustrations of PC gaming to consoles. Developers will be able to be lazy, releasing incomplete, unbalanced, or buggy games, because they can fix them later with a patch.
The $49.99 is very reasonable for a year of service and a communicator, especially since the PS2 network adaptor will cost nearly that much. I don't think most players will think ReVolt adds much value to the package, but it was nice of MS to throw it in.
The question is, what happens after a year? If the system war is getting intense, and MS needs market share, they may just make the whole thing free. That would be a heck of a boost for them. But if it's $9.95 a month, then who's going to be on XBox Live after a year?
Most people who have broadband service are PC gamers, and they're accustomed to getting online features for free with most games. I'm wondering if this audience will want to keep putting money into XBox Live.
I definitely don't like how Microsoft is requiring all online XBox games to play through the service, instead of allowing developers flexibility to implement online gaming as they want to. I don't think Microsoft has much chance of dominating the online gaming scene, but it looks like they're trying to. XBox owners should perhaps be concerned about this. MS certainly doesn't need to give developers more incentive to be PS2 exclusive.
The upside, of course, is that XBox Live is broadband only, so it will probably have the smoothest online play. Broadband users will certainly be happy not to have 56K users lagging up the games. However, Microsoft is only putting up one North American data center, and it's in Seattle. Maybe this will prove to be a non issue, or maybe service for East Coast users will suffer. That remains to be seen.
I much prefer Sony's laissez faire approach to online gaming. I think it encourages third parties to provide free games instead of charging. For example, it will be hard to sell an online RPG for $10 per month when Everquest is free (poor Square). Likewise, if Sega tries to charge for their sports games, and EA gives theirs away, who do you expect to sell more copies?
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Originally posted by ScandalUMD
However, the skeptical perspective is that this will introduce one of the biggest frustrations of PC gaming to consoles. Developers will be able to be lazy, releasing incomplete, unbalanced, or buggy games, because they can fix them later with a patch.
However, the skeptical perspective is that this will introduce one of the biggest frustrations of PC gaming to consoles. Developers will be able to be lazy, releasing incomplete, unbalanced, or buggy games, because they can fix them later with a patch.
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Originally posted by Tamrok
Your forgetting one thing. Every game has to go through Microsoft Quality Assurance before it can be released. If Microsoft wants to avoid this problem (which I'm quite sure they do), they can.
Your forgetting one thing. Every game has to go through Microsoft Quality Assurance before it can be released. If Microsoft wants to avoid this problem (which I'm quite sure they do), they can.
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Originally posted by ScandalUMD
I much prefer Sony's laissez faire approach to online gaming. I think it encourages third parties to provide free games instead of charging. For example, it will be hard to sell an online RPG for $10 per month when Everquest is free (poor Square). Likewise, if Sega tries to charge for their sports games, and EA gives theirs away, who do you expect to sell more copies?
I much prefer Sony's laissez faire approach to online gaming. I think it encourages third parties to provide free games instead of charging. For example, it will be hard to sell an online RPG for $10 per month when Everquest is free (poor Square). Likewise, if Sega tries to charge for their sports games, and EA gives theirs away, who do you expect to sell more copies?
Last edited by Tamrok; 05-25-02 at 07:42 PM.
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Originally posted by ScandalUMD
Did Kabuki Warriors go through Microsoft Quality Assurance?
Did Kabuki Warriors go through Microsoft Quality Assurance?
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Originally posted by ScandalUMD
But if it's $9.95 a month, then who's going to be on XBox Live after a year?
But if it's $9.95 a month, then who's going to be on XBox Live after a year?
I definitely don't like how Microsoft is requiring all online XBox games to play through the service, instead of allowing developers flexibility to implement online gaming as they want to.
It's the larger developers that you are refering to. EA is the only on that has been vocal about it.
I much prefer Sony's laissez faire approach to online gaming. I think it encourages third parties to provide free games instead of charging. For example, it will be hard to sell an online RPG for $10 per month when Everquest is free (poor Square). Likewise, if Sega tries to charge for their sports games, and EA gives theirs away, who do you expect to sell more copies?
http://ps2.ign.com/articles/358/358040p1.html
Also, EA reps at E3 are quoted as saying a monthly package charge, similar to Sega's plan, is in the works for the PS2 and Gamecube. Madden, or course, will be free until more games with online play capabilites are released.
Last edited by Flay; 05-25-02 at 08:34 PM.
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tamrock, where did you see that ea was going to charge for online use? I have not seen that anywhere and it goes against what they do on pc so it makes no sense to me.
#14
I'm guessing EA sees nothing like the volume that will occur when the PS2 Madden stuff goes live. They probably see what they did on the computer as a trial run. Most definitely they will charge unless they have money to burn.
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Originally posted by Flay
Where is this free Everquest announcement? IGNPS2 is assured of a monthly charge:
http://ps2.ign.com/articles/358/358040p1.html
Also, EA reps at E3 are quoted as saying a monthly package charge, similar to Sega's plan, is in the works for the PS2 and Gamecube. Madden, or course, will be free until more games with online play capabilites are released.
Where is this free Everquest announcement? IGNPS2 is assured of a monthly charge:
http://ps2.ign.com/articles/358/358040p1.html
Also, EA reps at E3 are quoted as saying a monthly package charge, similar to Sega's plan, is in the works for the PS2 and Gamecube. Madden, or course, will be free until more games with online play capabilites are released.
Last edited by ScandalUMD; 05-25-02 at 09:30 PM.
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Originally posted by Gallant Pig
I'm guessing EA sees nothing like the volume that will occur when the PS2 Madden stuff goes live. They probably see what they did on the computer as a trial run. Most definitely they will charge unless they have money to burn.
I'm guessing EA sees nothing like the volume that will occur when the PS2 Madden stuff goes live. They probably see what they did on the computer as a trial run. Most definitely they will charge unless they have money to burn.
Madden 2001 for the PlayStation and PlayStation 2 sold more than 2 million units. I can imagine Madden 2002 has probably sold that many on the Ps2 alone. That would put it at a conservative 25% attach rate with U.S. PS2 owners.
If say a conservative 20%, of those U.S. Madden 2003 owners decide to go online, we are talking about 450,000 online players. That's alot more bandwidth than Madden 2003 on the Pc will ever take up.
Also, I'm sure EA wants to include some of the same features as MS will for NFL Fever 2003 and Sega will for NFL 2K3. That will require a heck of a network to handle it all. And it won't be cheap.
Last edited by Flay; 05-25-02 at 09:43 PM.
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Originally posted by Flay
Madden 2001 for the PlayStation and PlayStation 2 sold more than 2 million units. I can imagine Madden 2002 has probably sold that many on the Ps2 alone. That would put it at a conservative 25% attach rate with U.S. PS2 owners.
If say a conservative 20%, of those U.S. Madden 2003 owners decide to go online, we are talking about 450,000 online players. That's alot more bandwidth than Madden 2003 on the Pc will ever take up.
Also, I'm sure EA wants to include some of the same features as MS will for NFL Fever 2003 and Sega will for NFL 2K3. That will require a heck of a network to handle it all. And it won't be cheap.
Madden 2001 for the PlayStation and PlayStation 2 sold more than 2 million units. I can imagine Madden 2002 has probably sold that many on the Ps2 alone. That would put it at a conservative 25% attach rate with U.S. PS2 owners.
If say a conservative 20%, of those U.S. Madden 2003 owners decide to go online, we are talking about 450,000 online players. That's alot more bandwidth than Madden 2003 on the Pc will ever take up.
Also, I'm sure EA wants to include some of the same features as MS will for NFL Fever 2003 and Sega will for NFL 2K3. That will require a heck of a network to handle it all. And it won't be cheap.
. I'm sure they've got the resources to manage it if they so desire. They've been operating Ultima Online and Majestic as well as the free servers for their existing PC games so they've got the expertise and networks in place. The marginal cost of supporting console players may be very substantial, but it could turn out to be wortwhile for them to provide online gameplay for free if it wins them market share from Sega.The IDSA did a survey the results of which were published in a Reuters piece earlier this week. This is from a Forbes story that mentions it:
"The Interactive Digital Software Association, the industry trade group, released a survey Wednesday showing 31 percent of those who frequently play video games play online.
But of the group of online gamers, only 6 percent said they would be willing to pay a subscription fee, a finding that may chill publishers, like Electronic Arts, that have run successful subscription-based PC games, but are just now testing the formula for the next-generation consoles."
But of the group of online gamers, only 6 percent said they would be willing to pay a subscription fee, a finding that may chill publishers, like Electronic Arts, that have run successful subscription-based PC games, but are just now testing the formula for the next-generation consoles."
For smaller companies, the idea of supporting online play is certainly more daunting. Depending on the game, however, it may be pretty easy to outsource the hosting of the online play. Earlier today, slashdot mentioned these guys who have basically set up a huge cluster that can provide virtual servers for online games:
http://www.supercomputergaming.com/index.php?p=home
I'm pretty sure that I recently read about another company (in San Diego?) that was providing a similar service. Of course someone's gotta pay for these services, but there are flexible ways to handle it such that the consumer wouldn't get nickeled and dimed to death.
Here's a fairly good article at CNet that provides some insights to some of the concerns that game publishers have:
http://news.com.com/2100-1040-922435.html?tag=cd_mh
#18
I don't know even if Microsoft were to charge 10 bucks a month I don't see it as a big cost at all. I don't want to have to worry about which games will charge and which won't. I have played Diablo and Starcraft for free and I still don't find it offensive that Microsoft would charge. I find it much simpler to have to worry about one payment.
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Originally posted by spainlinx0
I don't know even if Microsoft were to charge 10 bucks a month I don't see it as a big cost at all. I don't want to have to worry about which games will charge and which won't. I have played Diablo and Starcraft for free and I still don't find it offensive that Microsoft would charge. I find it much simpler to have to worry about one payment.
I don't know even if Microsoft were to charge 10 bucks a month I don't see it as a big cost at all. I don't want to have to worry about which games will charge and which won't. I have played Diablo and Starcraft for free and I still don't find it offensive that Microsoft would charge. I find it much simpler to have to worry about one payment.
Most people seem to be assuming that the $50 for the first year or the $9.95/month fee thereafter is all that anyone will ever have to pay in order to play all online XBox games. I haven't seen MS state that this is the case and my guess would be that it isn't.
If it were, that means that total revenue for online XBox gameplay would be capped at $50 per subscriber per year for the first year and $120 per subscriber per year thereafter (if we assume the $9.95 per month fee that everyone seems to be guessing). Somehow I can't see that appealing to the game publishers at all.
If someone could provide a link to more detailed information, I'd appreciate it, because I don't think that most of us know the whole story about XBox Live yet.
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I don't see how this will. First, the game publishers will not have access to the userbase which is a drawback to them. Then, the publishers have to share that estimated $10 a month fee. Since there are so many fewer xbox owners and only broadband is available for xbox which will also limit the number of users on the system, how are they going to make enough money to publish online games for the xbox? It would be better to go make games for Sony and charge whatever you like and get all the online fee for yourself and have a larger userbase to work with. Personally, I don't play games enough to get into this pay to play idea.
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Originally posted by s}{ammer
Then, the publishers have to share that estimated $10 a month fee.
Then, the publishers have to share that estimated $10 a month fee.
Since there are so many fewer xbox owners and only broadband is available for xbox which will also limit the number of users on the system, how are they going to make enough money to publish online games for the xbox?
It would be better to go make games for Sony and charge whatever you like and get all the online fee for yourself and have a larger userbase to work with.
Last edited by Flay; 05-26-02 at 12:01 PM.
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I would be surprised if 250,000 people signed up at the startup of xbox live. Time will tell but that seems like too many people for something so new. If they get no money from the service, why bother doing it? It may take more effort to get the servers up and running and to maintain them, and get money from people, but it would be worth the effort since they could potentially take the game from $50 actually $40 for Sony's games, and make them into $160-$170 a year per person. I know that as a casual gamer I wouldn't play it enough to drop $10 a month so the only online gaming I would do is possibly a free football game once in awhile. If none of the football games are free, I will just play at home with friends or family or by myself.
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Originally posted by s}{ammer
I would be surprised if 250,000 people signed up at the startup of xbox live. Time will tell but that seems like too many people for something so new. If they get no money from the service, why bother doing it? It may take more effort to get the servers up and running and to maintain them, and get money from people, but it would be worth the effort since they could potentially take the game from $50 actually $40 for Sony's games, and make them into $160-$170 a year per person.
I would be surprised if 250,000 people signed up at the startup of xbox live. Time will tell but that seems like too many people for something so new. If they get no money from the service, why bother doing it? It may take more effort to get the servers up and running and to maintain them, and get money from people, but it would be worth the effort since they could potentially take the game from $50 actually $40 for Sony's games, and make them into $160-$170 a year per person.
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Originally posted by ScandalUMD
If FFXI does, in fact, require the hard drive, Square is going to go bankrupt on it.
Which is probably fine for PS2 fans, because then Sony will bail them out like they did after Square nearly lost the house on their movie, and Square will become a Sony second party.
If FFXI does, in fact, require the hard drive, Square is going to go bankrupt on it.
Which is probably fine for PS2 fans, because then Sony will bail them out like they did after Square nearly lost the house on their movie, and Square will become a Sony second party.
Also, The PS2 obviously won't be able to support patches and add-on downloads.
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Originally posted by Tamrok
I'm afraid you've contradicted yourself. On the one hand, you state that you can't understand why Microsoft would go through with Xbox Live when (in your opinion) they won't make any money charging only $9.95/month. Then, you claim that it's a good idea for Sony third-parties to go ahead and set-up the servers and maintain them so they can make extra money on top of the original $40-50 game price. So let me get this straight. It's a good idea for third-parties to do this but it's a bad idea for Microsoft to do this? We're talking about the same amount of money here. In one case, Microsoft is setting up the servers and charging for it. In the other case, third-parties are setting up the servers and charging for it. The difference is that with Microsoft's plan, you only pay one fee but with Sony's plan, you could potentially pay many different fees to many different companies.
I'm afraid you've contradicted yourself. On the one hand, you state that you can't understand why Microsoft would go through with Xbox Live when (in your opinion) they won't make any money charging only $9.95/month. Then, you claim that it's a good idea for Sony third-parties to go ahead and set-up the servers and maintain them so they can make extra money on top of the original $40-50 game price. So let me get this straight. It's a good idea for third-parties to do this but it's a bad idea for Microsoft to do this? We're talking about the same amount of money here. In one case, Microsoft is setting up the servers and charging for it. In the other case, third-parties are setting up the servers and charging for it. The difference is that with Microsoft's plan, you only pay one fee but with Sony's plan, you could potentially pay many different fees to many different companies.
Tamrock, I was saying that it doesn't make sense for the third parties to make online games for the xbox if they will not get any money off it whereas they can make more money selling to Sony's larger user base and getting the fee's themselves.



