Microsoft’s third-party account manager Steven Blackburn gave a somewhat self-congratulatory presentation at Leipzig yesterday on the past, present and predicted future of its groundbreaking Xbox Live online gaming offering. The service is such an integral part of SPOnG’s day-to-day videogaming experiences that it's strange to consider that its only been around since 2002.
Blackburn made haste to roll out the figures to establish the reach of the current service, telling us that Xbox Live has a 60% attach rate to Xbox 360 consoles, in comparison with a mere 10% for the original Xbox. Not bad, but not enough for Microsoft, who it seems will not rest on its laurels until every single Xbox 360 (and soon, with Live Anywhere in mind, Windows Vista) gamers are signed up to the online service.
Want some more intriguing, mind-boggling stats? Blackburn’s got 'em. He estimates that Xbox Live is on track to reach 6 million subscribers (though was unclear as to when this milestone will be reached). Plus, he noted that in terms of player time, over 236,000 years have been logged on Xbox Live to date, with an average of 900,000 text and voice messages sent through the service each day. Amazing statistics, which Microsoft’s stats professors have cooked up in their special PR stats labs. The bottom line is Xbox Live has become very popular, very quickly.
Onto Xbox Live Marketplace which - according to Blackburn - is used by over 80% of current Xbox Live users, with 30% of users having bought up Microsoft Points in order to buy premium content. Want more stats? Here you go. Over 1 billion Microsoft Points have so far been activated, which in terms of real money works out at around $12.5 million. There have to date been about 45 million overall downloads via Xbox Live.
So, what about the future? It seems one of the big ideas is to introduce a shift in the way Marketplace works, towards what Blackburn referred to as "In-game enumeration of content." Which simply means being able to buy downloadable content in-game, without having to stop playing and return to the Xbox 360 dashboard.
The (fairly vague) example proffered by Blackburn was of a combat flight simulator in which players might return to a hangar in order to buy new planes, weapons and so on. You get the idea. Basically, Microsoft wants to figure out better, quicker, easier ways of ensuring gamers part with their hard-earned whilst playing Microsoft games. And hey, we’re not bitching here! Who can blame them? If the experience is worth it, SPOnG’s always willing to pay.
Other plans in store for Marketplace include better options for players to preview premium content before parting with their cash and a brief mention of the ways in which Marketplace will work as part of the overall Live Anywhere strategy – where gamers can play together, earn achievements and download content on console, PC and mobile versions of the same game.
Onto the next success story. Yep, you guessed it - Xbox Live Arcade, which stat-freak Blackburn claims is being played by 65% of connected 360 gamers and has delivered over five million downloads to date. The top five games in terms of downloads are, unsurprisingly: Geometry Wars, Uno, Marble Blast Ultra, Gauntlet, and Zuma. SPOnG will be contacting Microsoft to find out when and how the figures behind this XBLA chart were compiled.
Blackburn rounded up the presentation with a mention of the importance of achievement points (using the oft-cited example of The Elder Scrolls IV: Oblivion as a guide to how these work best); a nod towards the soon-to-be-released Xbox Live Vision camera (September 19, although already available in a number of Toys R Us stores Stateside); and a mention of Shadowrun, which will be the first proper multiplatform game set to show off the full possibilities of Live Anywhere (due early 2007).
SPOnG will be bringing you more from Microsoft’s GCDC press conference later today, so keep checking back for more from the floor.