Learn how to check your Xbox Live download history on your Xbox 360 console or computer. Also find out how to redownload content.
As the sun begins to set on the Xbox 3. Xbox Live, we thought it would be good to look back at the service to see how far it's come. Achievements, avatars, gamerscore, DLC, and Netflix are all part of the evolution, but where did it all begin? In the beginning. PC Gamers shrugged when the Dreamcast found success in connecting living rooms to the Internet. They had been playing with one another since before graphics were something people cared about. However, the groundbreaking Phantasy Star Online showed platform holders that there was a market for online console gaming.
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Sony and Microsoft both took notice, but went down different paths to bring distant gamers together. While Sony opted for an external attachment (released alongside the first SOCOM title), Microsoft chose to include a broadband adapter inside each black- and- green console. In 2. 00. 0, when the Xbox was first announced, Microsoft came under fire for choosing to restrict online access to broadband. According to the Organisation for Economic Co- operation and Development, only 4.
United States subscribed to a broadband service in 2. By 2. 01. 0, adoption had skyrocketed to 6.
When we spoke with Microsoft in 2. They didn't want developers to have to dial back their ambitions to work on a dial- up connection. Every Xbox owner would have the hardware in place to take advantage of Microsoft's broadband service without need of a peripheral, but they'd have to wait a little while. Xbox Live didn't launch until November 2. Halo: Combat Evolved over the Internet.
Thanks to two pieces of software, Xlink Kai and the Game. Spy Tunnel, it was finally possible to ask the most important question in online gaming: .
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Microsoft's former chief experience officer, J Allard, shared a story when we first covered the Xbox Live rollout. We had eight hardcore gamers come . Are you ready for it?’ They were like 'Hell, yeah! Bring it on!'“They were all pumped up and everything, so we sent them off to eight different rooms. I sat in the lobby watching. I had my little headphones and they don't talk to each other. So, I bring them all out and said, 'What the hell is wrong with you guys?
Why aren't you talking to each other? Your lips aren't moving! I know it's not broken!'“They responded with, 'We don't know each other.'“I said that I knew that they spent all of their time in Ever.
Quest and ICQ and are constantly messaging people they don't know, but they said, 'Well yeah. But I'm anonymous there. That's just letters on a screen with a *** name. Here, it's my real voice.' I never thought about that. With the exception of telemarketers, you really don't talk to strangers that you can't see or have some reason to meet.”Before the service was rolled out to the world, I was part of a group of gamers that were selected as beta testers for Xbox Live.
For our $5. 0 entry fee, we received a memory card, Xbox Communicator puck, a headset, a slick carrying case, and a one- year subscription to the service (that started on the official launch date). NFL Fever 2. 00. 3 and Revolt!
Later on, as a token of appreciation, Microsoft sent beta testers a t- shirt that read . Xbox Live launched in November 2. Servers for the two launch titles, Mech. Assault and Unreal Championship, were flooded with eager fans. The service remained stable for the most part, which is a feat even by today's standards.
At the time, Xbox Live was powered by five data centers located in London, Seattle, Tokyo, Redmond, and Tukwila. More impressive than the system's integrity in those early days, I recall friendly banter and a general air of sportsmanship.
The teabagging returned later. The first Xbox DLCWe take for granted (and sometimes grimace) at the thought of downloadable content. Too often, publishers roll out new content immediately upon release, raising questions about what should and shouldn't be included on the disc.
There was a time when the very concept of additional maps, vehicles, and play modes in a console game seemed magical. I recall downloading my first add- on, a free pack of additional mechs for Day. Studios' Mech. Assault.
It wasn't long before Microsoft began charging for content. The first paid DLC also belonged to Mech. Assault. For $4. 9. After all the complementary content, kicking in a bit for some more felt like a fair deal.
It wasn’t until later that users became more cautious about value for the DLC dollar as more publishers tested the waters with different types of add- ons. Back in September 2. J Allard told us, .
We'll talk about Avatars later, though. Next, the Xbox 3.