Posts with tag LiveAnywhere
by Ludwig Kietzmann Aug 15th 2007 7:58PM
Filed under: PC, Microsoft Xbox 360, Online, Casual
Already mentioned at
Gamefest 2007, Microsoft is planning to launch a
Games For Windows variant of
Xbox Live Arcade. The digital distribution service will naturally be aimed at the gamer who's more likely to be rearranging jewels on the desktop than snarling faces. A trusted source has furnished Joystiq with further details regarding the service, as well as a strange urge to refer to themselves in third person.
Internally labeled as "Vega" (possibly referring to
the star and not the
Street Fighter weirdo), the service is expected to launch in early November with 10-20 games. The portfolio of Live-enabled casual titles will match the taxonomy of Xbox Live Arcade and hopes to be bolstered by 2-4 new games every month following launch. Potential users will be funneled to the service from numerous Microsoft outlets, including MSN Games and the official Xbox website. Much like
Live Anywhere, Vega contributes to Microsoft's goal of spreading the Live experiencing across multiple linked platforms -- and likewise aims to entice more and more people with Live subscriptions.
Developers, who will be responsible for costs associated with development, localization, rating and certification, will receive 60% of earned revenue, with Microsoft taking the remaining 40%. Game pricing will be similar to that of Xbox Live Arcade and can be set at either $5, $10, $15, $20 or $30. The 150MB size limit is also present, though developers will be allowed to exceed it when providing adequate justification.
The list of launch titles is currently unknown, a fact that will change once Microsoft's marketing machine lights up Vega come this November.
[
Update: "We don't have any additional details to share at this time," said Microsoft, "but we are excited to be implementing this next phase of Games for Windows – LIVE. Please stay tuned!"]
by James Ransom-Wiley Jul 17th 2007 6:56PM
Filed under: PC, Microsoft Xbox 360, Online, E3, Business, Mobile, Casual
During E3, Microsoft invited us to suffer through a 30-minute Xbox Live marketing spiel (we were lured by the promise of Xbox Live Arcade content -- there wasn't any), puffed with ridiculous figures like the 3 billion hours we've spent collectively on Xbox Live as a community that will soon surpass America's largest city, New York, in total population. Xbox Live general manager JJ Richards acted out these statistics with sweeping gestures and broad smiles, and an air of braggadocio. It was JJ's job to make sure we left that room knowing Microsoft commanded the leading online service for consoles. We did (though we knew it already, thank you).
JJ was there to demonstrate that Microsoft had fulfilled all of its goals and then some since the last E3, using terminology like "neighborhoods" and "districts" to imagine for us a bustling virtual metropolis catering to all types of consumers. He spoke of a "bridge" that had been erected across the ever-flowing void to Windows, connecting an untapped community of gamers to the Xbox Live vision. But further down the void, a second bridge, still under construction, has stalled. When we brought up the topic of Xbox Live for mobile, JJ became visibly peeved, as if we had just smudged the picturesque canvas he was painting aloud. He dodged the topic, firing off some jargon about "pacing" before getting back to the success story.
Microsoft has been busy expanding Xbox Live into Games for Windows Live and the apparently groundbreaking Video Marketplace. So it's not surprising that the mobile aspect, complicated by numerous variables, has been removed from the vision's foreground. But we're still curious. After all, back at that last E3, we had seen a working prototype of mobile Live Anywhere, through which PR man John Porcaro was able to browse our Gamertag profile using his phone. It's exciting technology that the community could use. No rush, but we'd appreciate an actual update. How about it, Microsoft?
by Ross Miller Jun 19th 2007 5:55PM
Filed under: PC, Microsoft Xbox 360, First Person Shooters, Online, Competitive Gaming

Shacknews has a rather
exhaustive preview of Valve's
Team Fortress 2, coming to PC, Xbox 360 and PlayStation 3 as part of the
Half-Life 2: Orange Box collection (also available via Steam, natch).
One interesting note at the end of the article states that the Valve offices, who are working on the Xbox 360 and PC versions (PS3 version is being done by EA UK), "regularly play cross-platform multiplayer games." However, the studio's Doug Lombardi said that the final game will not have cross-platform because it "introduces more problems than it is worth." He continued to say that if
Valve were to implement cross-platform that it would be part of the initial game design.
Orange Box, which includes
Half-Life 2,
Episode One, Two, Portal and
Team Fortress 2, is due out October 9.
by Ross Miller Jun 15th 2007 6:55PM
Filed under: PC, Microsoft Xbox 360, First Person Shooters, Online, Strategy
Infinity Ward's studio head Grant Collier, who we
reported yesterday was unhappy with the overuse of sandbox gameplay and destructible environments,
told IGN in an interview that there was no interest in using
Live Anywhere for PC and Xbox 360 cross-play.
The
Call of Duty 4: Modern Warfare developer put it bluntly: "We said no and they didn't call back." Clarifying, Collier said "[it's cool] if you're playing online poker, but who wants to be playing an RTS on a console and have some guy on a PC clicking and dragging all his troops, attacking your base while you're sitting there with your thumb sticks." The keyboard/mouse vs. gamepad argument is a long-standing battle, and clearly Collier feels that they cannot be equals for fast-paced strategy or first-person shooter titles.
Live Anywhere is currently in use by
Halo 2 (update:
nevermind),
Shadowrun and the action-packed
Uno. by Christopher Grant May 14th 2007 1:46PM
Filed under: Sony PlayStation 3, Online
Gamasutra was at the Online Game Developer's Conference in Seattle last week,
writing up SCEA's Michael Shorrock's session on the components of the slightly amorphous PlayStation Network. Don't think it's just the PlayStation Store and online gaming functionality -- it will also include services like video-on-demand "delivering full-length movies, music, and TV programs direct to users via PS3 and PSP." And that's not all! There will also be wireless functionality for "gaming via PSP and mobile devices," in-game / network advertising to deliver ads straight into your eyeballs and, of course, the
Home service.
Shorrock discussed Home's "pavilions" -- think islands in
Second Life -- citing possibilities for third-party developed pavilions which could be distributed for free or as paid content. He used an example of casinos with mini-games, although he was unsure how developers would choose to monetize the service.
We'd be remiss if we didn't point out that the scale of this new and improved PlayStation Network sounds increasingly like Microsoft's multi-pronged Xbox Live service, which not only enjoys a burgeoning
video marketplace, but has potential for in-game advertsing (Microsoft
purchased Massive, an in-game advertising company), while Live Anywhere promises
wireless cellphone gaming. But it's not a race, right? Let's just be happy that good ideas are getting the attention they deserve.
[Thanks for the larger pic, Evan]
by Christopher Grant May 9th 2007 1:59PM
Filed under: PC, Microsoft Xbox 360, First Person Shooters, Online
Right on the heels of
Halo 2's Games for Windows Live
debut on
May 22nd comes the announcement that
Shadowrun, whose signature feature will be
Live Anywhere support, will be
pitting the keyboard / mouse combo against the gamepad this month when it hits North American retailers on May 29th.
Shadowrun will be the first game to support cross-platform play between Windows Vista and the Xbox 360.
The Xbox 360 version will retail for $60 while the Vista version will retail for $50. Additionally, cross-platform Live Anywhere play requires an Xbox Live Gold account for both Xbox Live and
G4W Live --
Shadowrun Vista users can still enjoy online multiplayer with a Silver account, but will not be able to participate in matchmaking or Live Anywhere play. Are you WASD or gamepad?
by Ludwig Kietzmann Apr 3rd 2007 11:23PM
Filed under: PC, Sony PlayStation 3, Microsoft Xbox 360, First Person Shooters

As the first game to support
Live Anywhere,
Shadowrun has erected a rickety bridge between the realms of the PC and the Xbox 360, allowing players to dash across and kill each other using their
peripherals of choice. Perhaps it is in the interest of peace then, that id Software has ruled out the possibility of
cross-platform multiplayer for their upcoming shooter,
Enemy Territory: Quake Wars.
"Console players will not play against PC players," says id co-owner and creative director, Kevin Cloud, in an interview with
GameZone. "Consoles require a certain [adaptation], and that wasn't something that we wanted to take on." While there's no immediate framework to necessitate play between the PS3 and PC just yet, Live Anywhere promises to bring more convergence between Microsoft's
Vista and 360 platforms -- but could the $50 Live entry fee for Xbox-PC multiplayer prove to be a turn-off for developers and gamers alike?
[Via
CVG]
by Christopher Grant Mar 14th 2007 3:01AM
Filed under: PC, Microsoft Xbox 360, First Person Shooters, Online
While the editors of
Games for Windows' official magazine may
not be ready to drink the Vista-flavored Kool-Aid just yet, Microsoft is ready to give Vista early adopters a handful of reasons to pick up the latest OS upgrade ... err, at least they're ready to announce a date when you may want to plan on doing the picking up: May 8th. Yup, in eight weeks, Microsoft's Games for Windows Live service (doesn't roll of the tongue as easily as Xbox Live, eh?) and its inaugural title,
Halo 2, will be available for Vista users.
Don't care much for
Halo 2? In "June"
Shadowrun -- the first
Live Anywhere title enabling cross-platform multiplayer -- hits the Xbox 360 and Vista with full Live integration. The final title they're eager to talk about is
UNO, which will be released on Vista "later in 2007." We're not sure why a seemingly simple title like
UNO isn't making the launch of the service (or even getting a date) but Microsoft assures us there will be more news around this decision later and that it will be apparent why we're not getting a release date now. They also said cross-platform licensing decisions for titles like
UNO have not been worked out yet; we're betting this is gonna get tricky.
Continue reading Games for Windows Live and Halo 2 hit Vista May 8th
by James Ransom-Wiley Jan 17th 2007 8:34AM
Filed under: PC, Microsoft Xbox 360, Online, Business

Looks like Microsoft is attempting to exploit
Time's 'Person of the Year.' That's right, the Live Anywhere developer has chosen 'You' to decide its online service's fate. On his blog, Microsoft platform strategist Andre Vrignaud has called on readers to post their ideas about Xbox Live. Specifically, Vrignaud is interested in long term strategies involving the Live Anywhere initiative. What's your five-year plan?
Vrignaud does warn than any thoughts posted on his site will become public domain, adding, "If you have some ideas that you want to keep private because you think you might do something with them yourself one day, you should
not post them here." Assuming you aren't harboring such grand designs, this is a great opportunity to let Microsoft know what Live is lacking. Have at it.
by Ross Miller Jan 7th 2007 10:25PM
Filed under: PC, Microsoft Xbox 360, Online

There's no need to skim through Microsoft's CES
press release any longer, we have the only piece of information you need to know right here:
"And for casual gamers, the company demonstrated a cross-platform game of "UNO!," with some players joining from their Windows Vista-based PCs and others joining from their Xbox 360 consoles."
That's right, folks,
UNO! (note the exclamation point for added
awesomeness) is Live Anywhere. Why bother with a gun-toting
space marine when you can inflict massive damage with the ego-shattering Wild Draw 4 ... anywhere. Sure,
IPTV is cool if you're into that thing. We'll take
UNO Anywhere.
by James Ransom-Wiley Dec 18th 2006 11:55AM
Filed under: Features, PC, Microsoft Xbox 360, Online, Peripherals, Business

We recently sat down with Games for Windows (GFW) Marketing Director Kevin Unangst and PR Manager Michael Wolf for a brief pre-launch tour of gaming on Vista. Admittedly, the implementation hasn't changed much since we
first previewed Vista nearly a year ago. Even so, from a GUI-perspective, Vista features a user-friendly central location for cataloging, accessing, and tweaking (settings, parental controls, updating, etc.) GFW-branded games -- non-GFW games won't necessarily be excluded, but they won't feature many of the required functionalities built into the branded titles.
Games for Windows is still very much a vision. The first priority, a retail initiative, is currently underway. By employing marketing strategies used by console makers, namely platform-branding, Microsoft hopes that PC gaming (under the 'Games for Windows' banner) will become less intimidating to mainstream consumers -- no longer will the PC games isle be a cluttered mess of disparate titles.
Computer Gaming World was also
renamed as
Games For Windows to help drive Microsoft's new brand. Aside from retail consolidation, this branding will ensure certain requirements are met by games' publishers. To earn the GFW brand, a title must comply with certain Microsoft-tested specifications, including widescreen support, compatibility with the Xbox 360 controller, parental control features, and simple installation. GFW games will also begin to carry a system rating, based on a 5-point scale. Vista will assess the value of your PC's gaming abilities and assign a rating (or "
WinSAT"), say 4.5. You can then weigh that rating against a game's recommended rating (example: 5.0) and its required rating (example: 3.5) before purchasing. Update: The scale will begin at five points, but is designed to grow as newer technologies enter the market.
Continue reading Games for Windows Vista: how the new brand & OS will change PC gaming [update 1]
by James Ransom-Wiley Nov 3rd 2006 1:55PM
Filed under: Culture, Microsoft Xbox 360, Online, Business

Digging through the source code of
Zune.net a curious mole stumbled upon an intriguing line of code that referenced the production domain: "gamercard.zune.net."
Perhaps it's just lazy (copy/paste) coding, as a Generation Zune commenter points out -- Xbox.com's source has the same line of code, with "xbox" instead of "zune" -- but why wouldn't Zune feature Gamercard compatibility? That Zune will be part of the Live Anywhere network has been
rumored before, and there's no good reason to believe it won't.
We already know (see
2old2play) that MS Passport-associated Gamertag's will become your Zunetag. In fact, Microsoft has already reserved said Gamertags so that if you ever decide to go Zune, you're proper handle will be waiting. We're not convinced that Live Anywhere is a critical selling point for Zune, but tossing the feature in for Xbox Livies is a no-brainer.
[Via
Gamertag Radio]
by Christopher Grant May 16th 2006 7:30PM
Filed under: Microsoft Xbox, Microsoft Xbox 360, Interviews, E3
If you haven't already watched the video, now you can read the transcription of our interview with Shane Kim, General Manager of Microsoft Game Studios. On Wednesday (in the middle of E3), Vlad Cole and I got some time to sit down and ask him about some of the biggest questions facing Microsoft's early entrant into the next-gen console wars, like whether there are any more developer acquisitions lined up, which Xbox Live Arcade titles will show up on Vista with Live Anywhere, what are the plans for ad-supported gaming, and just how many paid subscribers does Xbox Live has. We're corroborating with several sources: is Peter Moore's [Grand Theft Auto 4] tattoo real?
You know, I wasn't there when it was put on there, it's a very personal thing so I can neither confirm nor deny.
Okay... so it's real. Prior to E3, people were really looking forward to actual demonstrations of the Wii controller. That was the big buzz coming into the show and, after they unveiled it, I think people were more or less satisfied with it. So how do you think you fared versus that intense excitement towards that controller? I think we fared extremely well. One of the big things we talked about yesterday was all the momentum we're going to have this next generation. We're going to have 10 million units in consumers' hands before the competitor even ships unit one. We're well on our way to 6 million connected members on Xbox Live and we're going to have 160 games in the market by the end of the year. We've got great momentum. We had Bill Gates attend E3 for the first time ever to announce the vision of Live anywhere. Again, demonstrating leadership in the online space isn't just about what we've achieved to date, but also about how we're going to take that forward across multiple platforms and devices. And finally, first and foremost, it's about the games and the content. Yesterday we started with
Gears of War and ended with
Halo 3, and we sprinkled in a little bit of
Fable 2,
Forza 2,
Alan Wake, and, oh by the way, the
Grand Theft Auto 4 announcement as well. So I think from the content standpoint we're definitely doing great there. So, better online, better content, and better pricing than some of the competition; we feel good about where we're at.
Do you think it's important to win E3? I think most people say you have, at least in terms of the keynotes. I think it's always great to be recognized for what you're doing, whether it's at E3 or any other point. Sometimes I worry there's too much importance placed on that but since people are saying we won this year, I'll say it's a great thing we won E3.
Continue reading The Engadget & Joystiq Interview: Microsoft's Shane Kim [update 1]
by Conrad Quilty-Harper May 16th 2006 1:30PM
Filed under: PC, Sony PlayStation 3, Microsoft Xbox 360, Online

Sigil Games, developers of the upcoming MMORPG
Vanguard: Saga of Heroes, shocked quite a few people by
announcing that they were buying the publishing rights from Microsoft so that they could co-publish the title with Sony Online Entertainment. We've already provided some speculation about what the "varying visions and direction for the title's development" between Microsoft and Sigil were, but a tipster (who asked to remain unnamed) from E3 provides another possible reason for the split.
Our tipster claims to have spoken to several developers working at Sigil and at another development company that has Microsoft as a publisher -- we'd say the meat of the tip is on the same level of credibility as someone saying
that the Government is tapping your phone (yes, I made a political joke -- the first comment to judge my political affiliation wins my apathy!).
According to our tipster, Microsoft intended to make
Vanguard a Vista-exclusive title and Sigil didn't like it. The fact that XP users wouldn't have been able to play the game (limiting the user base quite drastically) and Windows Vista's notoriously slippery release date being the obvious disadvantages of such a move on the part of Sigil. If true, the motivation for Microsoft would have been that the title would be the first MMO to take advantage of
Live Anywhere, Microsoft's online games platform which blends Xbox 360, PC and mobile phone devices: more Vista sales = profit!
It's credible that Microsoft wanted to use
Vanguard as the first MMO to work with Live Anywhere but that Sigil didn't want its game to be Microsoft's guinea pig and therefore bought the publishing rights. With Vista around the corner, Microsoft wants to provide as much incentive for gamers to upgrade and by making big name games playable exclusively on Vista it can gain that incentive. At the very least we get a kick out of discussing the vague PR explanations of the reasons behind leaving a game's publisher during the beta stage. It's impossible for us to believe that simple, meaningless "varying visions" caused this massive, late in the game move.
Update 1: Brad McQuaid (Sigil CEO, creator of MMORPG
Everquest)
responds by saying "false rumor", but
Joystiq commentator Jack Slater cleverly rebukes:
"personally I would just deny everything if I was him, as there is no legal obligation for me to tell the truth on the forums but there is likely a legal obligation to keep the reason for leaving Microsoft undisclosed." Meanwhile,
Ctrl+Alt+Del daydreams about how the meeting between McQuiad, Microsoft and Sony went. Funny stuff.
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