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Xbox Live 3.0


Romier S
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Please keep in mind that I was not able to get a source for this information so as of right now this should be filed strictly in the RUMOR cabinet and nothing more. Howevere it should make for some interesting conversation so even it turns ot to be untrue lets talk about what we would like to see regardless and when taking into account this list of features.

 

Here is the current feature set according to the latest rumblings:

 

These features require release 3.0 of the Xbox Live service. The Xbox Live 3.0 release is referred to as "Tsunami". The Xbox group is releasing Xbox Live 3.0 around the beginning of April 2004 supposedly.

 

Voice Mail in UIX Friends

The Voice Mail feature allows users to include voice mail when they send or accept game invitations and friend requests. Users can include up to 15 seconds of voice data with each invitation or request to provide more context for the recipient.

 

Title Managed Storage

Title Managed Storage allows a game to store information on the Xbox Live storage servers. The feature is divided into two parts: global storage and per-user, per-title storage. Global storage is read-only to the title and stores matchmaking queries, rosters, weather data, and so on. Per-user, per-title storage provides 32 KB of storage for each player of the title, to store playbooks, settings, and so on.

 

Family Title ID

Family Title IDs allow title-managed storage, teams, and messages to be shared across a family of titles. A given title can belong to as many as four title families. The way in which storage, teams, and messages are shared across the title family is up to the publisher and title developers. For example, a publisher with multiple sports titles could have a developer use a Family Title ID that allows a user to create a team that spans all of the publisher's sports titles.

 

Teams

The Teams feature allows players to form teams within a title that persist between game sessions. Titles expose this functionality using the XOnlineTeamXXXX and XOnlinePeerXXXX functions. The infrastructure, permissions, display, and role of teams depend on the design of the title.

 

Competitions

Titles can use the Competitions feature to run automated in-game single-elimination tournaments. The participants in a tournament can be either teams or individuals. Tournaments are created either by the title publisher or by the players themselves.

 

Messaging

With Messaging, titles can send and receive any kind of game-specific message (including voice and text attachments) using the XOnlineMessageXXXX functions. Messages can be sent between teammates, friends, or players.

 

New Xbox Live Statistics Features

The updated Stats APIs enable titles to group users into dynamic teams, called "units". Each unit can contain up to four players. Users can compare how their units rank against each other on the new Unit Leaderboards. Also, titles are now able to resolve contested stats using the Xbox Live Arbitration servers. Additionally, titles can now post all of the stats for a game session with a single write call.

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Originally posted by FutureVoid@Jan 12 2004, 05:57 PM

Voice Mail in UIX Friends

The Voice Mail feature allows users to include voice mail when they send or accept game invitations and friend requests. Users can include up to 15 seconds of voice data with each invitation or request to provide more context for the recipient.

I would like to see something where you can include a voice message (or even text) when you decline an invite... so you can give a reason and not just seem rude. (As in - "Oops! I don't have that game. Sorry!")

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That is all well & good, but I still want to see some clan support.

 

What James said:

 

The Teams feature allows players to form teams within a title that persist between game sessions. Titles expose this functionality using the XOnlineTeamXXXX and XOnlinePeerXXXX functions. The infrastructure, permissions, display, and role of teams depend on the design of the title.
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I'd love the ability to do more management from the web front-end aside from just seeing who's online, like adding / removing friends, etc.

 

Another huge feature would be a game invitation calendar system that isn't simply realtime. For instance, I could send out 20 invites for a game to be played Friday night, people would get them immediately, accept or decline, and I'd have a roster ready for that night. All those people would be able to join the room at a certain time.

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Maybe this is what the Messaging feature includes, but since they've already got your gamertag tied to a Passport account if you use the web frontend, it'd be cool if there was someway to show yourself as available to play games even if you aren't actually logged onto Live via the Xbox, and then be able to get invites, etc, via a Messenger service (MSN, etc).

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1up.com just put up a new article:

 

http://www.1up.com/article2/0,4364,1529429,00.asp

 

Microsoft today did not quite announce a new update to the features of its Xbox Live online gaming service. Rather, it carefully tiptoed around properly announcing something it calls "Tsunami," a suite of development tools it soon plans to roll out that will enable new community and content sharing features for Xbox Live gamers, which reportedly number some 750,000 as of the end of last year.

 

Exciting!

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All the new features will only work with new upcoming games in which developers choose to use them in. . So none of the features will work with old games unless the developer does a patch or something which is said to be very hard to do. Thats why im really looking forward to games later in the year like Mech Assault 2 which seem to be using them to the fullest

 

 

capt

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Guest Bryan

I was thinking about the title-managed online storage some more and came up with another idea - that may be a way to get rid of the problems surrounding premium content. People who buy DLC now risk losing it if their Xbox dies. If that DLC could be enabled or stored online then it would be available anywhere the user logs in with his/her gamertag.

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