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Opinion: Aggregation Vs Portals: Where Microsoft Is Going Wrong With Xbox Live

[In this impassioned opinion piece, Lionhead and Climax veteran Tadhg Kelly examines the recent Xbox 360 Live game de-listing changes, suggesting three major problems and six notable solutions that would silence the 'death knell' for Microsoft's digital download service.]

In perhaps the most interesting news of recent weeks, Microsoft have announced that they are going to start de-listing games from Xbox Live Arcade based on two criteria: Sales and review scores.

In their view this means that they are trying to bring some overall quality back to the product line, probably because they've had consumer feedback that says they are tired of wading through lots of mush in order to get to the good games. In my view it's likely the death knell for Xbox Live Arcade as somewhere to go for great games and is leaving the door open for Sony or Nintendo (or someone else, Apple perhaps) to take their crown.

It's also a move that's been a long time coming. If anyone has spent any time browsing through the interface of Live in the last few months, it's becoming an increasingly sodden experience. There are long, poorly maintained lists of product in there. There are a few notable remakes making the headlines (such as Rez HD) but also a lot of really very bad product (such as the Battlestar Galactica game, or the port of Marathon) and the service has lacked focus for quite some time.

But why is proposing to remove the crap a death knell move? On the surface it sounds like a sensible plan because it means that the consumer experience would be improved. Indeed. But the problems are threefold:

1. Any such system is going to be wide open to collusion, politicking and will reward only those companies who are more sales-driven and ruthless about getting good review scores.
2. It reduces consumer choice.
3. It doesn't solve the main problems.

Let's tackle these in turn:

1. Collusion.

The unfortunate truth of the retail games industry is that it relies on a lot of wheel-greasing, which is why it tends to favour higher-end publishers and developers with deep pockets. It's no great secret that review scores can often be bought indirectly through the means of exclusive interviews, junket goodies and even potential job opportunities for reviewers to become game developers. It's also no great secret that reviewers tend, as a group, to have certain in-built prejudices against certain types of game, and they tend to think and award scores like a community.

This behavior is arguably necessary in a retail environment where the buying power of the retail chain is largely concerned with what bulk orders for volume they can place. With only limited shelf space up for grabs, a publisher looking to maximise its shareholder returns has to take the view that they need their product in prime position.

Indeed it would be irresponsible of them as a company not to do that, and so the only questions become whether what they're doing is legal, and whether they have genuine ethical concerns about some of the tactics that might be deployed. In most cases the answer to that second question is "maybe, but not enough to make them stop doing it". Publishers are not evil, but they operate in a difficult environment.

So this behavior model will clearly also translate across into Xbox Live Arcade. XBLA is already a constrained retail model (see point 3 below) and the threat of de-listing only intensifies that pressure. So what will happen is that sales-oriented developers will behave like retail publishers and start taking steps to get those high review scores. They will also continue to establish their personal relationships with members of the Xbox team so that they can have a champion inside the platform itself, because it's easier to de-list a game from someone anonymous rather than from your friend at developer X who'll phone you hurt and angry.

Lastly, and far more seriously, it means that the developers will increasingly pitch for products that they think Microsoft will like, or products that Microsoft themselves might think should be on the service, and so XBLA will become a much more for-hire service. While this is a valid model for a smaller digital service like interactive TV (and is basically what I do for a living), I'm not convinced that it's a model that should be applied to a console gaming audience.

2. Consumer Choice

Clearly this move affects consumer choice. Less games available for sale means less games available for browsing, which means more of a hit-driven mentality in an online space. This will mean less sales. I don't want to bore my readers too much with talk of the now-cliché Long Tail effect, but the fact remains that Amazon, Itunes and Netflix all consistently report that they see more sales as whole from their long tail aggregate than they do from their hits.

The problem here is not that channelling consumer choice is a bad thing, it's that channelling choice should only be engaged in where it is necessary. In retail it is necessary because of the physical costs of distributing product and maintaining stores with high rent. In television it was necessary because the physical constraints of the technology meant that all interests simply could not be served (though this is now slowly changing).

In the online space it is not necessary. The cost of distribution is negligible and there are no technical constraints of broadcast technology. Ultimately an XBLA game as a product is just another small portion of data on a disk space on a RAID rack somewhere in Redmond that gets called up and downloaded as required. Delisting such product saves practically nothing and gains the consumer nothing. (And it doesn't answer the question of what happens to the consumer who bought a game which was subsequently delisted, only to have their Xbox hard drive fail at a later date: How do they get their game back?)

Which leads me nicely into:

3. The Main Problems

The real problems that Microsoft have (which de-listing is not going to solve) are all to do with key choices that they have made in the construction of XBLA for Xbox 360, and how those decisions are driven by portal-based thinking rather than aggregator-based thinking.

Portal-based thinking is basically the headset that tries to take the retail and magazine-based view into the internet. Portals try and push selected content out to their readers in a managed fashion. It inherently is driven by the assumption that consumers need to be sold to, and consumer-experience needs to be guided with studies of "journeys" and so forth. Portals worry a lot about managing the user expectations. Yahoo is a good example of portal-based thinking.

Aggregator-based thinking is the reverse. It's the headset that tries to provide the best tools for the readers to find what they want. In the aggregator model, the consumer and his friends are the sales people and the "journey" is unimportant. What's important is that there is enough content to be found, and that it can be accessed easily. Digg is an example of aggregator-based thinking.

Microsoft clearly have always thought of Xbox Live as a portal. This has led them to a number of decisions:

1. They have always throttled releases. This is a leaf taken out of Nintendo's old playbook with the NES, wherein you manage the release pattern of games so that every one gets the chance to shine. This results in a lot of developers clamouring to get in the door, and a lot of collusion-driven behaviour as a result. It also results in Microsoft starting to try and direct traffic in order to raise quality, which results in a highly managed catalog full box-checking (as in they fulfil perceived genre or other criteria) bad games. In short, the throttled release decision is largely responsible for the poor quality of XBLA content.

2. They have focused the whole experience on the Xbox itself. You buy Live games from the Xbox 360, you find them through it and use it as your gateway into the wider world. This was an understandable but incredibly stupid decision made a time when they were trying to sell the new console.

At that time it probably seemed to them that they really had to get people to look at their dashboard to get into the brand, but the problem is that using a console joypad as a primary means of finding and sorting large quantities of content simply sucks as an experience. It leads to short, stubby menus, long tedious scrolling lists and a general touchy-feely air to the design (remember, portals think "journeys" are paramount). It is simply not suited, nor will it ever be, to presenting large volumes of content.

Imagine if Apple had created the iPod platform without iTunes and insisted that we all bought our music through the click-wheel interface and small screen of the iPod itself. That's largely what Microsoft have done with insisting on tying games purchasing to the Xbox itself.

3. The points system. XBLA points are a good idea, not dissimilar to pay-as-you-go phones and other similar models, and they allow gamers under the age of 18 (and therefore sans credit cards) to participate in the network, buy games that they want with their pocket money and so forth. The problem is that points are compulsory. In trying to manage the customer journey again (thinking like a portal) they have created a barrier for consumers who simply don't want the hassle. Also the fact that the Gold subscription for online play does work with credit cards but the purchasing of games does not probably creates consumer confusion and therefore aversion. It should be as easy as one-click to buy a game on XBLA.

It should be noted here that I don't think Microsoft are trying to be evil or mean about who gets to make games for Live. There is, after all, the example of XNA that shows that they are at least trying to embrace with the content in some shape or form. I just think that they can't seem to get the portal model out of their heads, and that's what's killing them.

So Is It Too Late?

Is it too late for XBLA? Well I hope not, but I suspect it is. Microsoft increasingly have competition from Sony (whose online play is free after all) and now Nintendo - who have announced a very interesting scheme for WiiWare that is squarely aimed at the sorts of innovative small developers that Microsoft wanted to attract but ultimately repelled with their portal structure.

Microsoft had an early-market advantage with XBLA 3 years ago, but their competitors have now matched (and may supercede) their offering. And with sales of the 360 console itself being caught by PS3 and out-classed by Wii, I would imagine there isn't much of an appetite in Redmond for large-scale changes to the system.

Ultimately it comes down to whether Microsoft as a culture really has the ability to think in an aggregator mindset, and whether they have a continued appetite to be in the console business at all.

Solutions

If I were to propose some solutions, they would be these:

1. Build a web portal that allows consumers to find, buy and recommend games to each other. Change the Xbox 360 Dashboard to allow syncing of web activity and Live activity such that if I buy a game via the web portal, my 360 will download that game automatically the next time I log on. Decoupling game purchases from the console dashboard is the one problem that they really need to solve.

2. Allow consumers to buy games via their credit card directly. This ties into the web portal idea, with the overall approach being to allow easy purchases with as few clicks as possible.

3. Don't de-list content. Instead provide better filtering tools on the Xbox's portal.

4. Provide a simple means for users to rate games directly rather than relying on professional reviewers. Tie this in with the filtering tools in suggestion #3.

5. Stop throttling releases. It is likely that throttling has built up a regular enough audience who now check back every week for the new game, but that is small potatoes compared to the damage that throttling causes.

6. Simplify the distinctions. At the moment there at least two strands of Live's online games proposition (Xbox Classics and XBLA) and soon XNA will be a third. These are pointless distinctions that make lots of sense to a marketeer or someone who works for Microsoft (again: it's "journey" based thinking) but make no sense to consumers.

To a consumer it's all just "games" and it's better for them if Halo and Hexic are sitting beside each other in the list than having to understand Microsoft's logic in order to be able to overcome their own aversion. This especially applies for XNA, which, going on the current model, is likely to only ever be of interest to XNA members owing to the levels of aversion that it will cause.

7. Fix the developer deal. Royalty-changes were an accounting-based manoeuvre but they have proved horrendously unpopular with the development community. Now that Microsoft has real competition from Nintendo and Sony, developers are looking elsewhere to see which network offers the best deal. And that doesn't even begin the cover the possibilities if developers look even further afield to iPhone, Facebook and many other markets that offer a much better cut of the action.

Conclusion

As you can see, Microsoft have effectively hoisted themselves by their own petard when it comes to XBLA. In trying to manage consumers and overcome what they believed was an image issue, they have created a network that organisationally can't actually sell a lot of games. Their solution is to reduce the catalogue, but this is essentially an admission of failure on their part.

With the 360 probably having peaked in terms of overall appeal and other console providers and technology companies now delivering credible alternatives, it is up to Microsoft to rethink their whole strategy and decide whether this is a sector of the business that they really want to be in any more.

[Tadhg is the senior game development manager for an interactive TV platform based in the UK. He has previous worked as a lead designer at Climax and scene designer at Lionhead. Tadhg also writes irregular articles for his industry blog.]

Comments

The port of Marathon is bad? It's one of the main reasons I've been jealous of Xbox 360 owners, but if it's bad I can stop feeling jealous. What's wrong with the port?

The Marathon 2 port is great as long as it doesn't give you motion sickness. Pity no one is playing online anymore. The three or four online matches I've played have been nostalgically wonderful!

I'd love to see a user review and recommendation system on XBLA - I'm trying to get the family back home to buy some multiplayer games we can have fun with 'cross the nation, but its definitely a pain to wade through all of the junk.

User ratings are an obvious addition, but I wonder if the Xbox community would be its own worst enemy. That is, unless you limit rating to owners of a game, would large groups of Xbox Live members artificially raise or lower ratings? It seems silly until you remember what happened with amazon.com and its ratings, and the people who dare speak ill of videogames.

The web interface is probably the best---and most obvious---idea. I'd think that'd be part of "Live Anywhere," which hasn't gotten anywhere. Why not buy a game from your phone, your Zune, or your PC and have it appear on your console the next time you log in? I imagine it's part of Microsoft's fear that the 360 be viewed as a PC---a problem that plagued the original Xbox---that they're (still) trying to keep the two separated.

Great article. It really seems like Microsoft gets stuck inside their own box and unable to think outside of it. That's why Vista has been such an abysmal failure and it's why XBLA is starting to stagnate. I really hope someone in Redmond reads this article and takes it to heart, because I still enjoy XBLA as a whole and would hate to see it die off.

Thirding the "What was wrong with the port of Marathon 2" question. (Oh hey, Mr. Kochalka. I didn't know you were a Bungie guy too.)

Cool article.

The only nit I want to pick is that even if you set up a nice browser based Live Arcade store that you can access from your PC, it doesn't exempt you from improving the dashboard store. A lot of players are going to want to shop and download games right on their console, while engaging in other Live activities like chatting or playing other games. Xbox was designed to be a self-contained games console. Coming from their PC heritage, I think Microsoft deserves some credit for applying self-discipline there, and keeping the user experienced focused in one place.

Telling gamers to get on their PCs to try the new improved store doesn't sound very convincing. It might be a good idea in itself, but I don't believe that everyone is going to go for it. So you're still stuck with solving the organizational problems of the dashboard store. I agree the control pad is less than ideal for navigating certain kinds of menus, but there should be a software design solution for that.

don't bad-talk marathon. it's easily been my favorite xbox live arcade experience.

of course, this is why microsoft's plan to delist games misses the point entirely: there's no objective way to decide which games are "better" than others (certainly not metacritic), and the strength of digital distribution is that i can seek out whichever games i want to play (regardless of how well they're selling) because they don't take up any shelf space.

i wouldn't mind if microsoft stopped letting digital eclipse publish their shitty, disrespectful ports, of course.

Like a number of other posters here, I agree with the bulk of the article, but the Marathon 2 port is brilliant. The only negative thing is the fudged up AI, but it's forgivable.

I hate to be the party pooper that looks likes like an MS fanboi to boot, but I think this article is trash. I think it is resonating well with many people because it addresses the gripes that many xbl users have the with dashboard and market place, which are legitimate concerns.

However I personally think that it's looking too much into a situation, and I don't like what the writer has provided as support. I understand it's hard to make this points without internal data only MS can know, but that weakens the articl. The criteria for delisting is adequate. My only real problem is that it can be bad for developers who were already shafted with the cut in royalties not long ago.

Besides, the issue as to how games that are going to be delisted has already been addressed some what in the gamerscore blog. They maintain functionality, and can be RE-downloaded.

The article also fails to notice that the list of games which maybe delisted will be missed by few, and they can purchase the game if they are so interested in it. Yet this is not as relevant to the main point the article. What would be more relevant is to point out the the 360 has been where the online experience has been explored, so MS could not have had the focus for user created content like it "should" have.

This article is a joke. You basically spend the entire thing ranting on a fallacious point, and then choke the final spark of life out of any sense you made by going BUT THE WII'S SERVICE IS GREAT.

The whole crux of the article seems to be based on the fact that tons of developers are trying, trying, TRYING to get noticed by way of XBLA, but mean old MS is shutting them out, and so little known gems are forever reduced to obscurity. Anyone that plays any indie games whatsoever knows that isn't true. For every gem, there's like twenty pieces of unplayable garbage.

Sorry, those games that didn't sell well did so because they were terrible and don't deserve notice in the first place. All you're doing is arguing to give garbage more attention. Ikaruga and Rez and PA's indie game and Geometry Wars all did really well, which shows that people who shop on XBLA are an audience who's willing to buy new, different and good things. I'm wondering which gem is about to be de-listed that you're sore in the butt about, because chances are, it's crap.

If you had a way for users to rate games, the list of top sellers wouldn't change one iota. It wouldn't make a bit of difference. They already DO rate games on XBLA: With their pocketbooks. Whether a game gets de-listed because it didn't sell or it stagnates and just takes up space because it gets a billion one star ratings, the end result is the same, except the former has less clutter.

Also, I like how you utterly obliterated your post by saying that it's so hard and clunky to navigate XBLA, yet the Wii is an exciting, bold new frontier. Yes, it's so hard to navigate those menus, but downloading games to a console that doesn't even really have a viable storage space solution is no hassle whatsoever. You basically say you're too lazy to turn on your Xbox to download a game, yet you'd be totally psyched to buy and pop in a new memory stick every couple downloaded games on the Wii.

You don't actually say WHICH games you object to being de-listed, which is smart on your part. No one would listen to you if you titled your article "I think everyone should have a chance to play Rocky and Bullwinkle's Minigame Disaster", even though that's essentially what you're doing.

You do make some good points. MS points are bullshit, It does need to be condensed, and the royalty shaving move was absolute and outright petty corporate greed.

Of course, these are all common complaints that everyone and their mother has, so it wouldn't garner you any attention, would it?

While I agree that I'd like to see better organization on Xbox Live, calling the de-listing a "death knell" is utter hyperbole. If your game didn't get at least a 65 average review AND sold poorly, it shouldn't have been on the service in the first place.

You also write about how hard it can be to find content on Live, and then say that they should lump xbox originals, XBLA titles, and XNA titles all together? No. Bad idea.

If anything, I'd like to see an optional overhaul of the menu system designed to only be viewed on HDTVs. Smaller text, smaller ad space, and a better menu system could make the live interface a LOT better. Either way, that doesn't mean the de-listing will have anything close to the catastrophic results you suggest.

I was listening to the new giantbomb.com podcast, and they said even if a game is de-listed, you'll still be able to buy it if someone who bought the game sends you a suggestion to buy the game using their download history. If you start seeing a bunch of posts on various game forums begging people to send them download suggestions for these crappy games, then we'll know if MS really made a mistake by doing this.

My guess is that we won't hear a word about it, and no one will care. In the worst case situation, MS will lose a little bit of money, and frustrate the developers of crappy games. In the best case, MS will gain a reputation for quality, and remove some of the crap from Live that should never have been approved.

PSN often has long droughts without any new titles, and the network doesn't even require their games to have demos. Wii ware is an unproven program, and faces the problem of a poor storage solution that will likely limit gamers on the number of titles that they buy. If Nintendo treats their online quality control like their retail quality control, that could also mean for every one indie developer gem, there will be 100 pieces of crap to wade through first.

Despite these issues, you claim that "their competitors have now matched (and may supercede) their offering". Are you kidding? Seriously now, you're just trying to drive traffic to this site, right? You can't actually believe that.

I own and enjoy the Wii, and I think Sony is doing a great job in catching up to Microsoft's lead, but when it comes to downloadable games, XBLA is still by far the best service available. Nothing you say about a "death knell" is going to change that fact.

The main hitch with the metacritic score as a mechanism is that review scores can be 'adjusted' by the big publishers - basically by bribing or by advertising with the magazines. The small developers, the ones who really need XBLA, tend to get proportionately crucified if their game doesn't quite sit well with the reviewer from the official mag who never played anything other than FPS games.

Nintendo's online shop service is *far* more troubled than Microsoft's, to the point that it really is no competition at all.

Imagining an interface that is worse than XBLA is difficult, but Nintendo managed it. You find buying through points annoying with XBLA, yet Nintendo's is more annoying.

And the simple paranoia on Nintendo's part is crippling, if not a death knell itself. Games can only be played from the Wii's internal memory, which becomes increasingly scarce as games look for their saves there, install extra features there, and you buy a few shop products.

XBLA could be improved greatly if they just fixed the interface. Putting some useful sorting tabs in there, and grouping the games properly would go a long way to helping.

Their attempts at quality control are laughable. They already prevent potentially decent games from being put on the service while greenlighting and even rushing garbage. They let XBLA get flooded with low quality arcade ports, then see issues with arcade ports. They push through lousy adver-games like Yaris, then tell developers that racing games don't sell on XBLA. Using Metacritic to delist is only going to make it worse. And using conversion rate when many apparently take advantage of the 360's ability to automatically download things, even if they'd never want those demos normally?

If they really want to cull the lists, then why not just shunt low performers exclusively to a secondary sort tab, or have a checkbox/button-press to toggle their visibility. If someone wants to look for an obscure or old low performing title, then let them.

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