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Games for Windows LIVE: Why PC Gamers Disliked Microsoft's Service

March 9, 2016
Games for Windows LIVE: Why PC Gamers Disliked Microsoft's Service

Microsoft Faces Backlash Over Universal Windows Platform

A new wave of criticism is emerging from the PC gaming community directed at Microsoft. Concerns center around the Universal Windows Platform (UWP), drawing fire from both players and industry leaders, including Epic Games’ CEO.

The current negative sentiment stems from past experiences. Microsoft’s previous foray into PC gaming services, namely “Games for Windows LIVE,” was widely considered unsuccessful.

Historical Concerns and Lingering Issues

Many fear a recurrence of the problems associated with “Games for Windows LIVE.” This earlier platform left a negative impression on PC gamers.

The impact of “Games for Windows LIVE” isn’t confined to the past. Some PC games available on Steam continue to be affected by its legacy, fueling skepticism regarding Microsoft’s current PC gaming strategies.

Microsoft previously operated its own dedicated PC gaming store, mirroring the functionality of the current Windows Store. This history contributes to the apprehension within the gaming community.

The Core of the Controversy

The debate revolves around the potential limitations and restrictions imposed by the Universal Windows Platform. Gamers are wary of potential issues related to DRM, performance, and compatibility.

Critics argue that UWP could hinder the open nature of PC gaming, potentially limiting player choice and developer freedom.

The situation highlights the importance of trust between Microsoft and the PC gaming community. Rebuilding that trust will be a significant challenge.

Introducing Games for Windows LIVE and its Associated Costs

The launch of Games for Windows LIVE coincided with the release of Windows Vista. Shadowrun, released in 2007, was the initial title to utilize Microsoft’s GFWL service, with Halo 2 following shortly after. Despite official support being limited to Windows Vista initially, both titles were successfully modified to function on Windows XP, demonstrating that the latest operating system wasn’t a strict requirement.

Early Promises and Limited Cross-Platform Functionality

Microsoft aimed to incentivize upgrades to Vista, mirroring a similar strategy employed with titles like Quantum Break and Gears of War: Ultimate Edition to promote Windows 10 adoption. Shadowrun notably featured cross-platform gameplay, allowing players on Windows Vista and Xbox 360 to compete together.

This cross-platform capability was a key feature Microsoft highlighted a decade ago, much like the current emphasis on compatibility between Windows 10 and Xbox One. However, widespread implementation of this feature proved elusive. While Universe at War: Earth Assault and Lost Planet: Extreme Condition Colonies Edition briefly supported cross-platform multiplayer, developers, including Microsoft’s own teams, largely refrained from utilizing it in subsequent releases.

Unfulfilled Features and Vaporware

Prior to its release, Microsoft announced a “Tray and Play” feature for GFWL. This functionality promised to allow users to begin playing a game immediately upon disc insertion, while the installation process occurred in the background – a convenience mirroring console experiences.

Unfortunately, Tray and Play never materialized in any games and ultimately became considered vaporware.

The Xbox LIVE Connection and Subscription Model

Games for Windows LIVE was intrinsically linked to Xbox LIVE. Users initially received a Silver account, with the option to upgrade to a Gold membership at a cost of $50 annually.

A Gold account was mandatory for online play in GFWL-enabled games, mirroring the requirement of Xbox LIVE Gold for online Xbox gaming. Fortunately, existing Xbox users with Gold memberships gained access to both services with a single subscription.

However, many PC gamers were not Xbox subscribers, meaning they faced a subscription fee for multiplayer features that were typically offered free of charge in other PC games. Recognizing the lack of traction with this model, Microsoft ultimately removed the subscription requirement in 2008, making online multiplayer free for all GFWL users.

Geographical Restrictions

Due to its connection with Xbox LIVE, GFWL games were fully functional only within the 42 countries where Xbox LIVE was available. Attempting to play a GFWL-enabled game in a non-supported region resulted in functionality being unavailable.

The Stagnation of Games for Windows LIVE and Microsoft's Limited Support

Unfortunately, Games for Windows LIVE consistently underperformed. Its functionality was often frustrating, and this remains true for players still engaging with titles reliant on the platform. However, the cumbersome user interface represents only a fraction of the issues experienced by many.

Save File Corruption and Security Measures

GFWL gained notoriety for its tendency to corrupt saved game data. These files were encrypted, a measure intended to deter cheating and the effortless acquisition of achievements. This encryption also complicated the process of transferring saves to new computers.

Conflicts with Xbox Integration

Even for users integrated within the Xbox ecosystem, GFWL’s connection could prove problematic. Concurrent usage of an Xbox 360, even for unrelated activities like streaming Netflix, could disrupt gameplay.

Simultaneous logins with the same Xbox profile on both a PC and an Xbox 360 were prohibited, creating an unnecessary restriction for players.

Unique Features and Gamerscore

Despite its flaws, GFWL did introduce certain distinctive elements. Games utilizing the platform could offer achievements contributing to a player’s Xbox “gamerscore,” a metric primarily valued by Xbox enthusiasts.

Broken Cross-Platform Compatibility

In 2010, an update to Xbox Live’s voice codec resulted in the disruption of cross-platform voice chat functionality in games like Shadowrun. This incident clearly demonstrated Microsoft’s diminishing commitment to its cross-platform objectives.

This update effectively signaled a retreat from previously advertised cross-platform capabilities.

Persistent Issues with Games for Windows LIVE

Games for Windows LIVE (GFWL) was plagued by numerous problems and bugs upon its release. The platform failed to deliver the streamlined PC gaming experience Microsoft initially envisioned. Even today, titles reliant on GFWL often require more troubleshooting than other PC games.

Ongoing Compatibility Concerns

Recent experiences demonstrate the continued difficulties associated with GFWL. When attempting to run Grand Theft Auto IV on Windows 10, the system immediately flagged the lack of support for Games for Windows LIVE, indicating potential functionality issues – a notification not encountered with other games.

Despite this warning, an attempt to launch the game resulted in no visible activity. The game failed to start, and no associated processes appeared in the Task Manager. Further investigation revealed a necessity to manually download the most recent GFWL version directly from Microsoft, as automatic updates are not implemented.

Interface and Functionality Problems

Even after installing the updated client, further obstacles arose. The GFWL overlay, requiring a Microsoft account login, presented unresponsive buttons. Clicking within the overlay or the game window itself caused the game to minimize unexpectedly.

Navigating the interface proved challenging, but utilizing the Tab key for selection and Enter for activation provided a workaround. However, this highlights the inherent usability issues within the GFWL system.

A Pattern of Difficulties

These issues represent a typical user experience with GFWL: a continuous stream of problems. Games from the 1990s and early 2000s generally run without issue on Windows 10, yet Grand Theft Auto IV, released in 2008, faces compatibility challenges.

Ironically, Microsoft’s own gaming platform appears to be the least reliable option for playing older titles. GFWL consistently presents hurdles that other gaming platforms do not.

The experience ultimately led to abandoning further troubleshooting, having endured sufficient frustration with the platform. The need for manual downloads and unconventional interface navigation underscores the ongoing problems associated with Games for Windows LIVE.

Games for Windows LIVE Also Encompassed an Unsuccessful Steam Alternative

Microsoft launched Games on Demand in December 2009. This desktop application allowed users to buy games and downloadable content (DLC) compatible with Games for Windows LIVE (GFWL).

The platform did not achieve significant traction. Consequently, in October 2010, Microsoft renamed it to the Games for Windows Marketplace.

Approximately a year and a half following its initial release, in July 2011, Microsoft declared its intention to discontinue the Games for Windows Marketplace and integrate it into the Xbox website.

Essentially, the Marketplace application functioned as a portal to the PC gaming section of the Xbox website. Further demonstrating its limited lifespan, Microsoft announced the closure of the "Xbox.com PC marketplace" in August 2013, just over two years later, and it was shut down within seven days.

This closure was mentioned as a minor detail within a broader announcement concerning updates to the Xbox 360 marketplace.

Similarities and Differences to Steam

Similar to the Xbox ecosystem at the time, Microsoft’s store did not utilize conventional currency. Instead, it employed “Microsoft Points,” which required purchase in predetermined amounts.

This system served to make pricing less transparent and often compelled users to buy more points than necessary for a specific purchase. Such a practice was not well-received by gamers.

Interestingly, Microsoft’s store also facilitated cross-platform purchases for both Xbox and PC games, a functionality Microsoft is now revisiting and promoting once more.

Microsoft Points created an unnecessary barrier to entry for many potential customers.

The rapid closure of these initiatives highlights the challenges Microsoft faced in competing within the PC gaming distribution landscape.

Developers Abandon Games for Windows Live

For a considerable period, Microsoft actively promoted the adoption of Games for Windows Live (GFWL) by game developers, consistently assuring them of its commitment to the PC gaming landscape. Occasionally, the company even stipulated the inclusion of GFWL within games where it held influence.

However, despite these assurances, substantial improvements to GFWL were lacking, and many pre-release promises remained unfulfilled.

In August of 2013, a support document published on Microsoft’s official website indicated that GFWL services would cease on July 1, 2014. Subsequently, this article was removed, and Microsoft declined to provide any further commentary regarding its future plans.

This action sparked a significant outcry from gamers, who urged developers to remove GFWL integration from their titles. Many developers responded by releasing updates designed to eliminate GFWL dependencies.

Just days before the initially announced shutdown date in June 2014, Microsoft announced a reversal of course, stating that GFWL servers would remain operational and games would continue to function as expected. This announcement came after nearly a year of uncertainty for PC gamers regarding the stability of GFWL’s online features.

A potential server closure presented a genuine risk, even for games designed for single-player experiences. For instance, Bulletstorm requires online activation via GFWL before gameplay is permitted. A shutdown would have rendered this game, and potentially others, inaccessible.

Notably, Bulletstorm was temporarily removed from Steam following the public disclosure of Microsoft’s initial shutdown plans. It was later reinstated, suggesting the developer anticipated server closure and sought to preemptively address potential customer dissatisfaction.

Microsoft is once again emphasizing its dedication to Windows PC gaming—a sentiment echoed by company representatives even as GFWL deteriorated. The company also expresses support for cross-platform functionality and a closer integration between Xbox and Windows platforms, goals that GFWL previously attempted and failed to achieve.

Currently, Microsoft is focusing on its own digital marketplace, the Windows Store, following a previous unsuccessful attempt at establishing a PC game store.

Whether Microsoft’s current commitment is genuine remains to be seen. However, skepticism among PC gamers is understandable, particularly given the limitations inherent in Ultimate Windows Platform applications. Even DirectX 12—arguably the most significant advancement for PC gamers in Windows 10—appears to have been spurred by the introduction of AMD’s Mantle, which served as a foundation for the cross-platform Vulkan API.

We remain hopeful that Microsoft will succeed this time. However, a cautious approach is warranted based on past experiences.

#Games for Windows LIVE#Microsoft#PC gaming#DRM#online gaming#gaming history