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Building Cross-Device Xbox LIVE Games John Bruno Xbox LIVE Services Avi Ben-Menahem Xbox LIVE on Windows
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Why should we care about cross-device games? Proliferation of devices and form factors. Our users expect to find the games they play on the devices they own. Now it’s time to explore new ways to bring them together. Create seamless entertainment experiences by connecting multiple screens that are available at any time and from anywhere.
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Cross-Device Gaming Scenarios Play, Pause, and Resume Player vs. Player (Multiplayer) Companion Games
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Play, Pause, and Resume Keep users engaged on any device. Carry game progress across screens.
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Multiplayer We should expect our users to be on different devices with different capabilities. Designs are screen-appropriate for multiplayer experiences.
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Companion Games Are applications with discernible gameplay that extends & interacts with the experience of a base/full game. Keep users engaged with the games they love, on any device. Have shared progress across all games of a suite.
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Cross-Device Gameplay demo
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Xbox LIVE Cross-Device Gaming Enablers Title groups Title-managed storage Near real-time, cross-screen multiplayer & matchmaking Leaderboards Achievements
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Title Groups Enables sharing across titles and screens Title groups are a first-class construct Title group IDs are integral parts of the API Owned by a publisher, not a title Title groups = shared cloud storage Many titles can access the same title group storage. Access control list (ACL) for granting permissions to titles.
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Kinectimals for Windows Phone is released and gets read/write access to the Kinectimals title group storage so that cubs can be shared between devices. A few years later Kinectimals 2 comes out and uses title group storage for its saved games. Kinectimals 2 also gets read-only access to the Kinectimals title group storage in order to import saved games. Title Groups Example Read/Write Read-only Title group 123 Title group 456 Kinectimals launches and uses title group storage for its saved games.
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Title Managed Storage (TMS) Data sharing across titles and devices Game configuration management Key Attributes Global data & user data Smart blobs: binary, JSON, game configuration Cross-screen-enabled evolution of existing TMS for Xbox 360.
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TMS-Supported Data Types Binary blobs Classic saved game infrastructure. Also good for images and videos. Binary blobs cannot be shared between verified and unverified platforms. Smart blobs Same read/write API as binary blobs. Supported blob types: JSON and game configuration. Data can be shared between verified and unverified platforms. Title group ACLs restrict read/write at any level in the tree. Validation helps protect verified platforms.
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TMS Example Global data APIs GET, PUT, DELETE data: /media/titlegroups/titleGroupId/storage/data User data APIs GET, PUT, DELETE data: /users/xuid(xuid)/storage/titlestorage/titlegroups/t itleGroupId/data/... Multi-User GET: (POST) /users/batch/storage/titlestorage/titlegroups/titleG roupId/data/... The “...” is a blob name or directory of blobs Title storage boundary Global title storage 5 GB quota, 5000 file maximum, no max file size User A’s storage 1 GB quota, 5000 file maximum, no max file size User B’s storage User C’s storage
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Multiplayer & Matchmaking Enabling users to play – even when they aren’t online together! Complete service-based solution for enabling game play across screens. Near real-time game play, gracefully degrading to asynchronous. Numerous possibilities for fun, engaging titles.
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Match, Play, Communicate… Matchmaking Find people to play with Match against custom criteria Title groups enable cross-screen match Multiplayer session management Create or join a session Update and retrieve game state instantly Messaging Send game invites, turns, or other messages
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Matchmaking Example Submit a match request POST /users/xuid({xuid})/multiplayer/matchrequests Check status of a match request GET /users/xuid({xuid})/multiplayer/matchrequests/{requestid} POST Match criteria Match found! GET Matchmaking service
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Leaderboards Support for discrete leaderboards per screen Independent leaderboards per title – linked by title group. Accessible across devices – read only. Show progression on each supported screen. Shared leaderboards across multiple devices Single leaderboard for the group of titles. Shared progress across screens.
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Achievements Achievements remain discrete to each title. Query progression across titles by using title group. Use achievements to promote cross-device gameplay.
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Cross-Device Best Practices Design for screen-optimal cross-screen experiences. Consider your data sharing strategies. For multiplayer games, match against a broader pool of players. Use achievements to drive cross-title purchase and gameplay.
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Key Policies & TCRs The spirit of our policies & TCRs… Recent changes to policies and TCRs New TCRs for TMS++ & title groups Policies & TCRs available at http://developer.xboxlive.com http://developer.xboxlive.com
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Summary & Recap Entertainment experiences are evolving across devices. Xbox LIVE services enable engaging cross-screen experiences. Incorporate best practices into game design and mechanics. Start today!
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Becoming an Xbox LIVE Publisher Concept Submission Concept Review Production Review Investigation Windows Phone:mobilegames@microsoft.commobilegames@microsoft.com Windows 8:windowsgames@microsoft.comwindowsgames@microsoft.com XBLA:arcade@microsoft.comarcade@microsoft.com Xbox 360 & Kinect:gamesub@microsoft.comgamesub@microsoft.com Webwebgames@microsoft.comwebgames@microsoft.com
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Call to Action Build experiences to connect users across devices. Get docs, tools, and samples at http://developer.xboxlive.com/. Reach more users across multiple platforms.
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Questions & Answers
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