Latest News
spacer View All spacer
 
February 9, 2010
 
Ubisoft Q3 Sales Edge Down, As It Ramps Up Big Franchises
 
Analysts: EA On The Right Track At Last
 
Road To The IGF: Star Guard's Loren Schmidt [2]
spacer
Latest Features
spacer View All spacer
 
February 9, 2010
 
arrow Television, Meet Games
 
arrow Two Halves, Together: Patrick Gilmore On Double Helix [1]
 
arrow The Road To Hell: The Creative Direction of Dante's Inferno [19]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
February 9, 2010
 
Lineage 2 Interview - 'Freya Update Is Just a Beginning' - Pt.2
 
Swashbuckling for Landlubbers: Why you may already be encouraging piracy! [17]
 
JETRO At GDC 2010: Finding Opportunity in the Japanese Gaming Market
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 9, 2010
 
Gameloft
Low Poly 3D Modeling / Texture Artist
 
Irrational Games
Level Builder
 
Rockstar North
AI Programmer
 
Irrational Games
Level Designer
 
Rockstar North
Graphics Programmer
 
Rockstar North
Systems Programmer
 
Rockstar North
Tools Programmer
 
Rockstar North
Physics Programmer
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Feature Submissions
About
spacer If you enjoy reading this site, you might also want to check out these Think Services sites:

Game Career Guide (for student game developers.)

Indie Games (for independent game players/developers.)

Finger Gaming (news, reviews, and analysis on iPhone and iPod Touch games.)

GamerBytes (for the latest console digital download news.)

Worlds In Motion (discussing the business of online worlds.)

Game Set Watch (the Group's alt.game weblog.)
News

  Microsoft's Early Talks XBLA Competitors, Lag Fixes
by Staff
0 comments
Share RSS
 
 
June 26, 2007
 
Microsoft's Early Talks XBLA Competitors, Lag Fixes
Advertisement
As part of today's in-depth Gamasutra interview, Microsoft exec Chris Early has discussed the swift rise of the company's Xbox Live Arcade, discussing 'appropriation' tactics by competing console download services, and commenting on multiplayer lag issues on XBLA.

Firstly, when asked by Gamasutra whether there are "...things within the PlayStation Network and the Wii’s Virtual Console that have alerted you to gaps within the service", Early was understated in his comment on competing digital download services, explaining:

"Well, I know that we do our best to keep track of what’s going on, though I think we’re operating on a slightly different road-map – we know where we’re heading with the Live service, and we have a vision for what we’re delivering to customers and so far we’re staying pretty true to that. I think in some areas, we’re actually seeing reinforcement from some of what’s happening on the other services."

Though he refused to be drawn into specific comment on what Xbox Live Arcade or Xbox Live features have been carefully studied by the competition, when pressed further, and asked: "So you don’t believe that they’re heading along a road-map in the same way that you are?", Early added:

"I don’t think we’re on the same road-map, no. I think every service will be slightly different, and that’s the beauty of competition. Over time I hope they do discover things that are great that we can appropriate as well."

In another part of the interview, the issue of lag in multiplayer XBLA games such as Contra was raised, and Early commented in detail on what Microsoft was doing about this particular issue:

"Lag occurs in many cases and in many games, whether it be an Arcade game or a retail game because of the way the game is developed and so forth. We do test fairly extensively and that’s why we’re not happy when something like that does happen. In Contra’s case, we’re actually working on a fix, and there’s other games that have had lag problems at one stage or another that we’re working on fixes for."

He continued: "We try to find as many of those as possible before they get out to the consumer, but developers aren’t always happy when we pull the game out of cert on something because, in many cases, looking to launch as quickly as possible. Still, we want to deliver the best quality games that we can."

Early's conclusion? "At the end of the day, it is a function of how the developers code the game and I’ve seen – over the last 10 or 12 years I’ve been in the games industry – games that are written and have no lag on dial-up modems because they’re architected well for communication. I’ve seen games bring a LAN to a standstill because it’s sending out one packet for every bullet that’s coming out of a chain gun... It’s partly the experience of writing multiplayer, and peer to peer and optimizing for communication, and some of it is how extensively it’s been tested ahead of time. there are some great teams that get to a point where they’re like, ‘Ahh, if we’d switched this slightly, it would have been a much higher performing game’. Multiplayer, as you probably well know, is something of an arcane art."

You can now read the full Gamasutra feature on the subject, including plenty more insight on the history, present, and future of the Xbox Live Arcade service, as well as commentary on the Windows Live and MSN Games services.
 
   
 
Comments

none
 
Comment:
 


Submit Comment