Posts Tagged ‘Xbox 360’

The Red Ring Strikes

Tuesday, February 24th, 2009

Just as I was getting back into GTA IV in a big way over the past few nights, my Xbox 360 Elite red ringed today.  It started with freezing and white vertical artifacts.  They were lines of a sort.  The 360 froze every time I booted it, but no red rings.  For a while I wasn’t getting any ring at all.  Once I unplugged the power and plugged it back in I got the red ring.

Microsoft’s online return website was easy to use.  I just registered the console and picked the option to have a box sent.  No muss no fuss.  Now I just have to wait for the box and the transfer to happen.

I didn’t expect to ever get the red ring.  My console is about 15 months old from the time of purchase (it is about 30 months since the manufacture date).  The console hasn’t had any prior problems.  I’d also heard anecdotally that Elites seemed to have less red ring problems.  It was probably just the case that there were less Elites out there to red ring so you don’t hear about them as much.  I can dream of getting a Jasper Elite as an exchange, but it’s doubtful.  I don’t think any have been found in the wild yet.

Now to figure out what I want to play on my PS3 or PC.  Maybe I’ll finally play through Crisis Core on the PSP.  My library is feeling very 360 slanted all of a sudden.

Fallout 3 PC has Xbox Achievements

Friday, October 31st, 2008

One of the reasons I considered getting the Xbox version over the PC version was because I’m not above the Pavlovian attachment to Xbox Live achievement.  Good news!  The PC version has them.  Since Fallout 3 was lead developed on the Xbox 360 and Xbox Live for Windows is now free, the PC version allows you to get exactly the same achievements.

A couple of quick notes:

You need to activate the live features.  Select “Live” from the menu screen before you start playing.  If you do it during a game, it will end your game without saving it.  That is a total pain.  Also, if you activate live after you start playing you won’t be able to see your save games any more when logged in, only when logged out, which won’t give you any achievements.

There is a fix for finding your save games.  Go to the My Games folder in My documents.  Find the Fallout 3 folder and copy your save games from the default directory into the one that has your Xbox Live user id.  Now you should be able to log in and see them.  Your achievements will not be retroactive.  Luckily I really only need to replay the vault section to get what I missed.

Playstation 3′s Hard Drive Problem

Saturday, May 10th, 2008

Sometime during the past year, one of the Playstation 3′s advantages started to turn against it. Every PS3 has a hard drive and almost all of them are 40GB or larger. Mine are 60GB. Xbox 360 by contrast has the bulk of it’s consoles with only 20GB hard drives. I would guess that more of them have no hard drive than the 120GB Elite model that I bought. Particularly given all of the downloadable content offered by Xbox Live, the Xbox hard drives are undersized. This put Sony in a position to capitalize on leading in the download space. With the recently updated Playstation Store still lacking any movie or music downloads, Sony hasn’t really taken advantage of the opportunity.

Now, a new problem has crept in. The Blu-Ray drive that is probably the systems dominant selling feature right now is excruciatingly slow as a game disk reader. After getting my Xbox 360 I was shocked to see how much faster it loaded than my PS3. The PS3 was supposed to be the more advanced machine with a next generation media drive, but loading was a problem.

The first way that developers sought to alleviate the loading issue was by duplicating content on the disc. For instance a texture of a door might be used at the beginning and end of the game. If the texture is on the disc only once, the drive has to cycle back to find it. If you duplicate the file in the relevant section of the disc, it will read faster. This strategy led to some mildly poor PR early on when it was found that games touting how big the game files were conveniently ignored the duplicated content. Quotes about how games “wouldn’t have fit” on an Xbox DVD may actually have fit or been close without the duplicate content.

Now another solution has cropped up. The hard drive install. It is faster than the duplicate content solution and also allows the developer to use more of the disc. Now for the bad part. The hard drive installs are regularly taking 4-5GB of space. The process itself can take 20 minutes! That isn’t a console, it is a PC. The 40GB PS3s that have been selling over the past year would only fit 8 games at that install size. I can just see it a couple of years from now. You’ll be deleting old games to fit new ones. Want to play an old title out of your library? Be prepared for a 20 minute install and to delete something else.

Sony is in a tough place with this one. Hardware installs provide more competitive performance around loading times and may perform better than the Xbox 360. However, this slippery slope may create more problems than it is worth over the next couple of years. Personally I think I’d rather deal with some loading than give away massive amounts of hard drive space. At least then I wouldn’t have to wait 20 minutes before playing the game at all.

Add that to my Sony Playstation 3 hardware refresh list. 1) Add an IR port for on-off with a universal remote. 2) Fix the form factor to fit in a standard stacked media cabinet. 3) Put in a faster Blu-Ray drive to eliminate load-time work arounds.

Rethinking the PS3 vs Xbox 360 Coding Divide

Wednesday, March 19th, 2008

In my previous post titled “Building a Wall…Playstation 3’s Cell Processor” I commented on the impact of console architectural strategy on the current console development environment. My conclusion was the the PS3′s architecture created a problematic barrier to entry for coding games on Sony’s system because the Xbox 360′s installed base makes it the primary development focus.

It seems that developers have discovered that coding for the PS3 first may actually force them to produce better games! Traditional programming has generally followed a linear path that is somewhat easily broken up when run on multiple symmetric processors. All the processors work the same, so the output when coding for one or four of the processors isn’t dramatically different. They can all work on pieces of the same problem without worrying about keeping them synchronized. The asymmetric nature of the PS3 doesn’t allow that to happen. The processors need to be given independent tasks and kept synchronized since they don’t all run the same way. The missing component here is that when code is optimized to run asymmetrically, it can be used on a symmetric processor the same way! The asymmetric structure forces the programmer to think differently about the underlying structure of the game engine, and that engine can work on Xbox 360 well too.

This is a great development for Sony, who can now say “told you so” to some of the cell processor naysayers. I’d imagine that this will bring a substantial increase in the number of games lead-developed on the PS3. No one seems to want to come out and say that though for fear of incurring Microsoft’s wrath. Even though PS3 is looking great over the long term, Xbox 360 is still the lead console today. (Yes, I know I’m leaving out the Wii, but I’m talking about cutting-edge gaming.) This bodes well for continued progress of the PS3. With the recent Blu Ray win and the increased comfort level of developers, things are looking good. Now why couldn’t Sony figure out that an IR port to be able to turn the PS3 on and off with a universal remote would be a good idea?

Disclosure: I own Sony stock (and Microsoft too for that matter).

Used Video Game Sales and Digital Dowloads

Friday, December 21st, 2007

I’ve been meaning to write this post for a while. The video game industry as a whole fascinates me. There is great competition among console manufacturers and software makers. With the notable exception of licensed sports games, the industry is a reasonably level playing field. In the retail space, however, power continues to consolidate into the major players. Wal-mart, Best Buy, Gamestop, Target, and Circuit City. Of the five listed retailers, only one sells used games. That one is Gamestop.

The game industry, and really all media industries, have a major issue with used sales. Only the retailer makes any money off the transaction. Due to the first sale doctrine, Gamestop is legally protected in reselling games.

Here is a typical cycle:

-Game Developer & Publisher sell new game to retailer and split proceeds ~$45

-Retailer sells new game to consumer ~$60

-Retailer buys game back from consumer – $22.50

-Retailer sells used game to consumer 2 – $45

-Repeat resale loop at progressively lower values

In this scene, the game developer, publisher, and console maker all get money from the first sale and not any of the subsequent sales. I can see why they would be unhappy with this situation. They want their cut of the subsequent sales. Because Gamestop is such a large seller of new games, none of the publishers are really in a position to call them on it. Gamestop makes a lot more money per unit on used sales than they do new sales. New titles bring in the foot traffic due to large total volume numbers. Used titles make the money on a profit per sale basis. As demonstrated in the example, if Gamestop cycles the used title even a couple of times they will make more than twice as much as on the new sale.

I give the industry some credit for trying to fight resale by offering the “greatest hits” version of titles that drops prices to $20 or $30 per title for high volume sellers later in life. That price drop forces the used prices to drop to a low level. A used version of a $20 title usually sells for about $15. At that price point, a consumer would think twice about buying the used copy. At $60 vs $45 for a full price title, even though the used price is still 75%, the consumer is likely to select used.

The only real way for developers & publishers to get their cut of these “used sales” is to offer games for download at *gasp* substantially lower prices. That’s it, you heard it right. The problem is that developers rarely do it.

Let’s go through the math:

-Revenue on sale of typical new game to retailer $45

- Sale price of download game (Warhawk) $40 ($5 probably is the cost of producing the disc, case, and artwork)

Seems fair right? The game seller is kept whole. The problem is that the developer and publisher now capture 100% of the resale market. For the buyer of the game, they pay about the same for a “virtual” copy of the game that they would have if they bought the physical disc and just sold it when they were done with it. They might be paying even a slightly higher price. In the case of Warhawk, the physical game even came with a headset.

Over the life-cycle of the game, the developer and publisher could drop the price to $30 and even $20 to incent more sales and keep the money. At that point, the later in life transactions are essentially pure profit for the company. The result is that the developer and publisher make even more money.

I don’t have a problem with the developer and publisher making more money. They certainly deserve it more than Gamestop. I have personally tried to minimize my used game purchases as I want the developer to get some of the money from my purchases. The problem is that they are trying to keep all of the potential profit. It is not just the video game industry. Movies, TV, and Music are acting the same way. They only want to used digital distribution when they can keep 100% of any upside produced by digital productivity.

The answer is to find a happy medium somewhere in the middle. Developers and publishers need to give up on the idea of capturing 100% of the upside potential and start focusing on finding a split that helps drive consumers toward digital downloads.

Choice 1: Keep pricing the same, no one buys the digital version and the developer/publisher generate their $45 of revenue through the typical channel.

Choice 2: Drop the price to $30-$35 for a digital download. Additional volume is driven into the market. The opportunity exists for incremental sales at $25 and $20. Since no secondary market exists, the developer and publisher get a cut of every sale.

It does not take a great assumption for increased sales in Choice 2 to see that the total revenue produced would far exceed the current business model in choice 1. Lowering prices for digital downloads is the direction that the industry has to take for future success

Implementation Issues:

I’m not naive enough not to see some potential issues in this solution. The first is perception around a “value” title. By releasing the $30 digital download and $60 retail copy along with positive game reviews this should not be an issue. The second is around the retailer’s reaction. This is a risk, but the developers and publishers need to start making some moves if they are ever to break out of the current distribution model. The third issue is around time value of money and game payback. Since virtually all of the dollars spent on a game are sunk once the game ships, there is an interest in trying to recoup the cash quickly. This new model has a slower recoup schedule but a larger total profit. On a present value basis it should be fine and with today’s efficient markets there is capital available for anything like this that makes good business sense. The fourth issue is with the console maker’s charges for digital distribution. I have no idea how much these are, but the console manufacturer should want to sell as many titles as possible for the royalty money. Trying to extract too much extra from the digital distribution seems like a bad idea. Digital production is much cheaper than the physical production that they currently undertake.

Conclusion:

I would like see someone try this. In my opinion, Microsoft would be a best bet to try this. Their game publishing is going well, they produce the console, Xbox Live is the best online offering, and they have plenty of money/power to wield. The problem is that not all of their consoles come with a hard drive. Sony is the other candidate that could give it a shot. I am curious to see how their Warhawk experiment worked out. Who will be the first to give it a shot?

Buying an Xbox 360 Elite

Monday, November 12th, 2007

Xbox 360 EliteI can finally be described as gaming system agnostic. I now have the Playstation 3 60 GB, Xbox 360 Elite, and Wii. It took me a while to get around to buying the 360. In prior posts I’ve described how the Xbox 360 isn’t really cheaper than the PS3 for many customers. When you add the cost of wireless networking and the xbox live subscription to the console cost, it ends up being as expensive if not more expensive than the Playstation 3. Sure, there are cheaper options in the Xbox lineup, but not having a hard drive doesn’t make a lot of sense. Even 20 GB isn’t a lot of space. By the time you talk yourself into an Xbox Elite, the systems get very pricey.

I never though I’d say it, but Kmart to the rescue. A huge thanks to the Cheapassgamer web forum for posting a 20% off coupon for Kmart which does not have the typical game hardware exclusion. I had to travel to two Kmarts in Delaware to find one, but I bought the last Xbox Elite that they had. Unfortunately, it wasn’t the holiday bundle with the two free games. For 20% off I’ll take it anyway.

My first impression when purchasing the 360 elite was that the box was smaller but heavier than I though. The system inside isn’t actually all that heavy or large. The Playstation 3 is certainly larger and heavier. The major reason for the extra heft is the integrated power supply. The Xbox 360 has what I would have to refer to as a power log. Many consumer electronics devices have power bricks or wall warts. This thing is literally a log. It is huge. I own a lot of electronics and I have never seen anything quite like this. It is surprising that I have never seen it mentioned before.

The system itself is great. The system menu tabs with *gasp* bright colors are inviting and easy to navigate. Sony could learn something from this. The light gray menus on the PS3 have to go. The one knock against Microsoft is that at first glance some of the tabs seem busy. I would expect that this won’t be a problem after some time.

The Xbox Live setup was reasonably easy save one issue. The outside of the box touts one free month of Xbox Live Gold. The information about how to get it shows up nowhere in any of the documentation in the box. When you get to the subscription screen there are options for a free silver membership or pay options for one, three, or 12 months. Where is the free option? I looked it up online and found that others had the same problem. Knowing how companies usually work these things, I went through the setup for the “Silver” membership. When it asks you if you really want the silver membership and not the gold, click yes. Then you will get the free one month promotion. That should be clearer if they are going to advertise it on the box. I am really looking forward to the social network attributes of Xbox Live. The feedback that I have read on it so far has been great.

My first two acquisitions for the system were Bioshock and The Orange Box. So far I have only played Bioshock. What a game. Everything you’ve read about it is true. The environment is extraordinarily immersive. While I haven’t yet played Halo 3 or The Orange Box yet, I won’t be surprised if Bioshock walks off with all of this year’s game of the year awards. It’s that good. More reviews to come soon.

Could Content Aggregation Be The Future Of Digital Video Content?

Wednesday, November 7th, 2007

With RSS feeds and online video, I’ve started to wonder whether the solution to digital video distribution isn’t aggregation at the customer’s level. iTunes provides aggregation at intermediate level. Apple deals with the distribution and makes sure that all of the media is available the same way. The argument against studios performing the service themselves is that consumer selection would be limited. Is it possible that a solution lies somewhere in the middle?

Here is the setup:

  • Content providers are paranoid – They all assume piracy or no profit whenever the content gets out of their control (see RIAA suing everyone and NBC pulling their video from iTunes to launch Hulu)
  • Consumers demand timely access to content from the couch- No one wants to watch only what’s on. They want to watch what they want, when they want. (see Tivo, OnDemand, and Bit-torrent)
  • Network-connectivity on devices is becoming standard - HD-DVD players have online connectivity and game systems are networked.

Issues

  • Ease of Use – without mandated consistency, the broadcasters can choose the video format that they want. It could lead to consumer confusion.
  • Bandwidth is increasing slowly - Although High Definition over the internet is slow, bit torrent has demonstrated the easy of transferring large files quickly. There might be a happy medium here, but gaining bit-torrent’s considerable bandwidth requires relinquishing some control.
  • Consumers don’t get it - Still, half of the network-ready game systems aren’t actually hooked up by the consumer, but digital content might be the enticement.
  • Who makes the device? - Anyone who wants to. I’m wondering if the device could be a standards-neutral network node. Anything that could run web technologies like RSS, download, cache, and play back video content would be capable. This could include any sort of dedicated device or computer.
  • How is money made? – I think this would work with any traditional online advertising model. Since the broadcaster controls the feed, they control the content. It could probably also be adjusted to accommodate a purchase model like iTunes or maybe a subscription.

Under this model, the device is like the antenna. The content is controlled by the broadcasters and “beamed” from individual broadcast “towers.” In this case they will be servers. The neutral standards will indicate the format in which data is transmitted (NTSC is replaced by Internet technologies in this case). The devices will be configured to use the standard transmitted data.

The RSS feeds or other indexing files that tell how to get to all of the video are essentially just a meta-data level that provides the appropriate contextual indexing information about how to get the files. The Xbox Media Center has something similar that allows the user to use RSS feed data to get to things like Comedy Central’s online content.  The control scheme is a little quirky and getting XBMC set up certainly takes a level of sophistication and interest that escapes the typical consumer.

Don’t believe that this is the future?  Take a look at NBC’s decision to launch Hulu.com and take their content off of iTunes.  The content providers don’t want a third party to have control.  The first device that *may* provide this environment is the announce but not released SlingCatcher from Sling Media, who was incidentally purchased by Dish Network’s Echostar parent.  Other devices that could be updated to perform the same function include the Playstation 3 and Xbox 360.  The lack of standard metadata in online video distribution may create some issues for Sling.  They may have to write code to specifically interface with each video distribution site and update it when the format changes.  Yuck.

Final Word 

I would love to see someone develop standards for the indexes and access methods for online video distribution.  It would create great opportunities for format-agnostic display devices like the yet unreleased Sling Catcher to process a vast array of different content with a single interface.  The content providers would keep control of their content, and the consumers would be able to watch TV from their couch rather than the PC.  The cable companies would simply get paid for bandwidth and consumers could turn off their cable TV subscriptions.