TXB interview with Andre Vrignaud, Technical Guru for XBL
There are 2 numbers that get confused. Robbie Bach at E3 said there were over 1 million users at that time, which is different from 1 million subscribers XBL has now. For reference, XBL subscriber base was at 750,000 at the end of 2003. Growth has been relatively slow the last 6 months, but should boom again once Halo 2 hits the shelves.
Anything MS can do to get my Friends list organized... My memory is crap and I hate not knowing who some of the people are on my friends list. I want to create folders or groups for friends. Like a group called GAF and one for Family, etc.
Keep it coming.
One of the reasons I like MS in the gaming community is because they ask developers advice for nearly everything. They don't just create something and then tell everyone to utilize it.
MS should have developed LSP sooner, but at least they'll have all the learning curves out of the way for Xenoon.
We've announced that we had a stretch goal of having 1 million subscribers by the end of our fiscal year (end of this month - June), and I'm pleased to say we're on track! It's pretty astounding to think about, really - while there are some who like to claim that online isn't "real" yet, what we have here is over 1 million people who not only believe it's real, but also believe having a consistent, safe, and quality online experience is worth paying for.
On average people are playing three hours a day (which is up from the 2.5 hours we saw a year ago), and the average number of people on Friends lists continues to climb - it's a little over 13 right now. You can imagine that number will continue to grow as we improve the tools to allow people to find and manage their online relationships.
Downloadable content has been hugely popular - some titles have had content packages downloaded hundreds of thousands of times.
Over the past year we went and talked with our partners on what features they wanted to see in Xbox Live for their games
And remember our building block philosophy for Xbox Live? Everything we do needs to be extensible by developers so they can create the next generation of game experiences we're all looking for. So anything we do around community-enabling needs to be leveragable (is that a word it is now) by developers and publishers - which in turn can open up some pretty compelling new experiences.
LSP is nothing more than a new building block that can be used for Xbox Live games. In this case, it just happens to be a building block that allows publishers to extend their games in new ways by hosting services outside of the Xbox Live core data center. For example, what if a publisher wanted to have as a game feature the ability for hundreds of people to spectate a game match? They could use LSP to create a true spectator mode and have a server that broadcasts the needed data. Or what if a publisher wanted to take the next step in console first-person shooters and have something like a 1000-player map with titanic battles and persistent world damage that's tracked over the period of a year-long game? This isn't something we'd ever explicitly create as an Xbox Live feature since it's far too game-specific - but with LSP a publisher can invest in a server to host and manage this game feature.