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xbo live

corrected for xbox live

The Xbox Live logo.

Xbox Live is a subscription-based online gaming service for Microsoft's Xbox and Xbox 360 video game consoles. It was launched on November 15, 2002, and re-launched with support for the Xbox 360 on November 22, 2005. The service allows players to play games with or against other Xbox Live players from around the world. Over 100 Xbox games are Xbox Live Enabled; all Xbox 360 games are at least "Xbox Live aware" with support for game achievements and leaderboards.

Contents

  • 1 Features
  • 2 Centralization
  • 3 History
  • 4 Xbox Live on the Xbox 360
    • 4.1 Xbox Live Diamond Card
    • 4.2 TrueSkill
  • 5 Modchips and HD upgrades
  • 6 See also
  • 7 External links

Features

Xbox Live provides voice communications through a headset bundled either with the Xbox 360 premium package or with the Xbox Live starter kit, a console-related friends list of other selected online players, as well as a messaging system of either text or voice messages.

As long as you are signed in to Xbox Live, while either playing a game, watching a DVD or navigating the dashboard, you have access to view all your friends, see what your online friends are doing, and send messages via the dashboard or the Xbox 360 guide. The Xbox 360 has extensive support for a friend's status, often revealing not only the game they are playing, but which mode of play and even which level they are in.

Xbox Live is a secure system regarding credit cards, and in some respects has become even safer, with Microsoft's introduction of Microsoft Points, which greatly cut down the amount of separate credit card transactions Microsoft handles.

Centralization

Unlike other online multiplayer systems (including those used on the PC and PlayStation 2), Xbox Live is highly centralized. This means that while game companies supply the networking code and gameplay, Microsoft provides the server bandwidth and user frontend; this, in turn, removes some of the financial burden from game developers who do not already have such systems in place, adding incentive to add multiplayer modes to certain genres of non-persistent game. This system also means that instead of paying third parties for access to each individual game, users pay only one subscription fee for every game they own. Also, because Xbox Live is broadband-only, it is much less susceptible to network lag, though it does exclude users in geographic areas where high-speed Internet access is not affordable to residential customers. While some third-party services for online play also exist, they are unsupported by Microsoft.

Centralization does have its downsides, however. On the PC, for example, few games charge a separate fee to play online. Players pay monthly fees for massively multiplayer online games (regardless of the platform), which, on Xbox Live, translates to paying in addition to the yearly fee, such as Phantasy Star Online's 9USD a month. The centralized requirement of Xbox Live was also one of the reasons why Electronic Arts was reluctant to use the service. However, Electronic Arts finally released its first Xbox Live title in 2004: NCAA Football 2005. Contarily, Nintendo's Nintendo Wi-Fi Connection is setup on a game-by-game basis and free, making it both more accessible and less feature-rich when compared with Xbox Live.

History

At the Game Developers Conference in March 2004, Microsoft announced plans to make newer versions of Windows support Xbox Live, thereby opening the service to computer gamers.

Xbox Live received a major boost in May 2004 when Electronic Arts announced it would support the service for the first time (the company had formerly only supported the PlayStation 2's online capabilities) — with the concession, however, that EA's own servers could be used instead of the standard servers maintained by Microsoft for other Xbox Live titles. Many users in Europe have complained about the performance of EA's servers, however, particularly on the game Burnout 3, questioning the logic of providing a central service only to decentralise servers for certain titles.

With the release of Halo 2 on November 9, 2004, Xbox Live gained status as a significant killer app. Bungie's website now hosts statistics for every Live Halo 2 game a player has been involved in, including a graphical summary of the key events in the match. These statistics are also available as RSS news feeds.

On November 4, 2004, Microsoft launched the Xbox Live Arcade. A free installation disk (available by mail order from Microsoft, and frequently included with Official Xbox Magazine) allows the player to demo various comparatively simple games, and download them for a fee.

Microsoft has also revealed an Xbox Live webcam, for video chat. The webcam has been exclusively released in Japan, due to high Internet speeds and it carries a price tag of 6800 yen (roughly $60). (Official Xbox Magazine — March 2005 — Pg. 26)

On October 24, 2005, Xbox Live went offline for 24 hours to prepare for the launch of the Xbox 360 and all of its new Xbox Live features. In addition, the Xbox official website recieved a major overhaul. The upgrades promised greater integration between Xbox Live and the Xbox website.

On November 22, 2005, Xbox Live was re-launched with support for the Xbox 360. The Xbox 360 revolutionized Xbox Live with global leaderboards, game achievements, downloads from the Xbox Live Marketplace, as well as a revamped Xbox Live Arcade.

Xbox Live on the Xbox 360

With the launch of the Xbox 360, Xbox Live went through a major change. The most notable change is the establishment of two subscrition types, called Silver and Gold. Xbox Live Silver is free to all Xbox 360 owners. While it does not allow access to online play, it still has access to other Xbox Live features such as the friends list, messages, and the Xbox Live Marketplace. Xbox Live Gold, which requires a monthly or yearly subscription fee, allows users to access all available features on Xbox Live.

  • Gamer tags for user identification
  • Avatars, or gamer pictures, for association with gamer tags
  • Mottos for display on gamer profiles
  • Gamer zones which represents your gaming style and influences player matchmaking (Recreation, Pro, Family, Underground)
  • Ability to change your gamer tag for 800 Microsoft Points
  • Game achievements are listed with gamer tags and can be compared with friends' achievements
  • Reputation rating which is voted on by other players who decide to either prefer or avoid another player
  • Gamer scores which are a total of a player's achievement points
  • Friends list, which is a list of a player's chosen friends
  • Recent player list, which lists the last 50 players one user has played with
  • Xbox Live Marketplace content
  • Multiplayer online gameplay
  • Enhanced matchmaking using cumulative gamer score, reputation, location/language profile and skill level.

Xbox Live Diamond Card

A real-world "perks card" known as the Xbox Live Diamond Card is available to Xbox Live subscribers. The card is printed with the gamertag of the owner, and will grant discounts and other benefits at various retailers to the owner of the card. Retailers listed by Microsoft include Ticketmaster, Cambridge Soundworks, McDonald's, Carl's Jr., etnies, Quiznos Sub, Sam Goody, and Timberland. [1]

TrueSkill

TrueSkill on the Xbox 360 involves the user playing ranked games against players found by an algorithm (takes into account your skill level, uncertainty of skill), your location, language, and gamerzone (one of four sets of guidelines for users to play by). Custom matches can be found by either picking quickmatch, Optimatch or by joining a friend's game. Note: Custom matches can never be ranked.

Modchips and HD upgrades

Main article: Modchip

Microsoft's Xbox Live gaming service contains automated security checks which ban users suspected of modchip use. At logon time, Xbox live conducts a check of the currently running BIOS. If it differs in any way from the original BIOS, that particular Xbox (which is uniquely identified by a code in the motherboard's onboard ROM) is banned from the service. Some modchips (notably the very popular Xecuter line) include a manual switch which can be attached to the exterior of the case and used to switch the modchip on and off. When switched off, the Xbox will boot the original BIOS and dashboard, and allow the use of Xbox live with an original game as if no modchip were present at all. Further to this, newer custom 'unofficial' BIOS releases, including those from Team Xecuter, sport a "Live Blocking" feature which counters Microsoft's extensive system checks during logon by preventing inadvertent connection to Xbox Live. It does this by blocking access to any Xbox Live-related IP addresses when the modchip is enabled, thus preventing the Xbox Live service from detecting and subsequently banning a modified Xbox console from the service.

Finally, Xbox live also maintains a database of the hard drive serial numbers associated with each particular Xbox (commonly referred to as the 'Marriage Theory'). If the user has replaced the original Xbox hard drive with a larger one, they may become banned from the service even if their modchip is disabled. This pairing of serial numbers is created at the user's first login, so if the new hard drive is locked with the original hard drive's key using a specialized dashboard like Evolution-X, it is possible to use a non-original hard drive on Xbox live, as long as the Xbox never logged on to Live with its original drive.

See also

  • Xbox 360
  • Xbox Live Marketplace
  • Xbox Live Arcade

External links

  • Official Xbox Live website
  • Major Nelson's Blog, by Larry Hryb, Xbox Live Director of Programming
  • Xbox Live Diamond Card
  • TrueSkill Home Page

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