The system OS and network integration was written by a group of people who do not play games. They dont understand why things were set up in the ways they were designed by J Allard back in 05.
So
what changed?
Let me get into some technical detail regarding it on 360, the OS handles all of the party and chat functionality. All you do is hook up the XBL VOiP OS API into your game, and it does most of the work for you. With it results in is a shared experience across multiple entertainment. If youre watching movies or playing games, you can do it together. However, this system is entirely different on Xbox One. So, lets say me, you, and Thuway have xbox ones that are online. We are signed in our profiles. Sitting at the home screen, we are considered to be in a Xbox Party on the server. There are no more party leaders. With that said if any one of us decide to start a game, the party is shifted over to that games party system. Each game now has their custom written VOIP. (Pete note: shoutout to thuway!)
In essence, it is almost EXACTLY how it was on the PS3, and it is in those API handshakes that is breaking the online experience.
I asked if could be fixed soon. He said that anything is possible and Microsoft is obviously working on it but he thinks it will be months, not weeks. Getting online launch games certified is taking so long that its pushing games after launch back.
Talking to a different developer he says: Yeah, getting anything online to work was a pain for months, barely worked at the very end of last month. Adding friends, sending game invites or even achievements toasts could be a nightmare. I dont know that much outside of my project, but from what I saw in others, online was always a problem. No idea if this will still be an issue at launch though, I think it would be too much, but it looks like it wont be flawless at all.
As of now the Xbox One OS and XBL (the name for the XBL side of Azure is Thunderhead) are having major issues. Maybe it will be fixed in time, maybe it wont. The obvious question to me was does this have to do with Microsoft reversing the DRM and having to strip it out (Pete note: That would partially make it my fault and I wouldnt like that at all)?
This was happening either way. This was built into the OS long ago. The DRM-removal clogged their pipelines somewhat, but this blockage was always there. Its just simply a way they setup the VOIP API and how it would be handled. It was an oversight, not just voip, all of parties and network connectivity really.