Posts Tagged ‘Xbox’

Microsoft brings home record Q3 results, driven by Xbox and Kinect sales

Friday, April 29th, 2011

Redmond, Washington based software giant Microsoft has recently released their Q3 (ending March 31, 2011) results, reporting a new company record, as the firm brought home $16.43 billion in revenues. Of this massive number, $5.23 billion is counted towards net income, much higher than analysts’ projections, much to the delight of investors, which saw a valuation of $0.61/share. This revenue number may signal a wind of change at Microsoft, as figures are up a healthy 31 percent year-over-year.

Microsoft’s Business Division fared well YOY, with a decent growth of 21 percent, and points to Office 2010 as the fastest selling version of the popular office suite across the product’s lifetime.

Hardware products including Servers and their associated tools saw an 11 percent growth, the division’s fourth consecutive double-digit growth quarter. Microsoft points to a strong enterprise adoption rate of Windows Server 2008 R2, SQL Server 2008 R2, and System Center is primary drivers of this growth. Likewise, Microsoft reports that Windows 7 has now officially become the hottest selling OS in the company’s history, with over 350 million licenses sold. Despite these impressive numbers, overall revenue was down by 4 percent in Q3, which Microsoft attributes to decreased PC sales.

“We delivered strong third quarter revenue from our business customers, driven by outstanding performance from Windows Server, SQL database, SharePoint, Exchange, Lync and increasingly our cloud services,” said Kevin Turner, chief operating officer at Microsoft in a statement. “Office had another huge quarter, again exceeding everyone’s expectations, and the addition of Office 365 will make our cloud productivity solutions even more compelling. We continue to see strong adoption of our cloud-based services among the Fortune 500.”

And while all the business-focused divisions are (for the most part) reporting increases, it’s not until you look at Microsoft’s Entertainment and Devices category, where these numbers pale in comparison. This division alone is clearly the driving force behind the record numbers, reporting a whopping 60 percent year-over-year growth. And the primary driver with this division? It should come as no surprise that Microsoft’s motion sensing Kinect for Xbox, which became the fastest selling consumer electronics device in history, is also driving Xbox sales, resulting in happy days in Redmond.

“We delivered strong financial results despite a mixed PC environment, which demonstrates the strength and breadth of our businesses,” said Peter Klein, chief financial officer at Microsof in a statement. “Consumers are purchasing Office 2010, Xbox and Kinect at tremendous rates, and businesses of all sizes are purchasing Microsoft platforms and applications.”

Microsoft was reluctant to speak about it’s Windows Phone 7 platform, only mentioning on an earning call that “product reviews are good,” and that, “customer satisfaction is high.” With the growing prominence of mobile, and thus tablet, based user-consumption, can Microsoft now repeat the Xbox process, and get into the wireless game before it’s too late?

 

Nexon Dungeon Fighter headed to Xbox LIVE arcade

Friday, March 25th, 2011

Free-to-play innovator Nexon has recently announced a publishing deal with Microsoft Game Studios to bring the popular MORPG Dungeon Fighter Online to Xbox LIVE Arcade users everywhere.

With over 200 million registered users worldwide, Dungeon Fighter is a heavy weight in it’s own class.  While most of Dungeon Fighter’s audience coming from Asia, the game recently set a new record for concurrent players; registering 2.2 million concurrent players across China, Japan, and Korea.

The Xbox LIVE Arcade version of Dungeon Fighter Online won’t be a simple port, but rather will be co-developed between Nexon and Softmax.  Softmax has an appropriate pedigree, having worked on The War of Genesis and Magna Carta.  Nexon’s dev studio, Neople will take lead on the project, and Microsoft will do the publishing via the Microsoft Game Studios.  Likewise, Microsoft will handle the localizations into Japanese, German, Spanish, Italian, and French, while Nexon will handle Chinese and English language support.

“This agreement is a significant step forward for Nexon,” said Min Suh, Nexon’s chief executive officer. “For some time we have been seeking opportunities to expand beyond online PC gaming and move into new platforms like Xbox LIVE Arcade. With the help of Microsoft Game Studios’ deep development and localization experience, we anticipate that Dungeon Fighter Online will bring enjoyment to entirely new audiences on Xbox LIVE Arcade.”

This announcement arrives only days after Nexon’s <a href=”http://www.fatfoogoo.com/2011/03/a-bit-lucky-lands-5m-in-additional-funding-led-by-nexon/”>investment</a> in A Bit Lucky.  Likewise, SOE just <a href=”http://www.fatfoogoo.com/2011/03/sony%e2%80%99s-free-realms-headed-to-playstation-network/”>recently announced</a> that they own Free-to-Play hit Free Realms will be arriving on the PlayStation network later this year.  Call it coincidence, but it looks like we’re in the middle of a reverse flow of games.  Meaning, free-to-play was born from a number of problems, but it’s always been a bit out there on it’s own, at least in the way of “found on my console.”  Free-to-play and the microtransaction business model have fought a long and hard fight, and it looks like they might now be ready for prime time.  If this in fact the case, and if Nexon has broken into the console market, how long will it be before Zynga strikes a deal, and Wii, PS3, and Xbox owners can farm direct from their console?

 

Apple TV iOS 4.3 beta to get the gaming touch?

Monday, March 21st, 2011

For quite a long time now, the missing link in Apple’s consumer driven chain has been gaming. Sure, they’re one of the largest distributors of games, but only in a mobile setting. That’s not to say that Apple hasn’t been keenly watching what’s going on in today’s market, and although mobile OS’s might now outweigh stationary, the success of competitor Microsoft’s Xbox, Xbox Live in particular, is undeniable.

To this end, sources close to Engadget are indicating that a few lines of code in the upcoming iOS 4.3 release (scheduled for Valentine’s day) point towards a gaming initiative coming out of Cupertino. But Apple’s already into gaming (of sorts) with GameCenter right? Correct you would be, however, as noted above – mobile. These lines of “ATVGamesScheduleController” are specific to Apple TV. If you’ve been following Apple’s progression; iTunes Store, App Store, and now…, it would make perfect sense for this anonymous tipster to be spot on. Given the Apple TV’s base storage capacity, 8GB, Apple will clearly have to look to a streaming solution, not unlike that of OnLive or Gaikai, both of which have been gaining significant steam over the past year. The same tipster reports that the OpenGl is, “ mature and thoroughly implemented enough that streaming low bandwidth data and computing locally could happen, but that’s just theoretical with nothing in the code to back it up.”

With all this said, what’s important to keep in mind is the processing power of the Apple TV, basically on par with the iPhone 4 and current generation iPad. In other words, Apple’s not going to hold up against an Xbox, but that’s not exactly the point. Again, the Apple progression, iTunes->App Store, it’s easy to see that Apple is clearly banking on the low-processor, casual, pick-it-up-play-a-few, and move on gaming fan. Not to mention, the similarities between all the iOS devices would mean cross platform development would be relatively pain free. This accomplishes two goals; Developers would then have an even larger marketplace to sell to, and Apple…has an even larger audience to sell to. A win/win.

In addition to the (possible) gaming features in the new iOS, Engadget points out codenames Sedona and Flagstaff. These codenames are most probably related to video merchandising and streaming, Sedona calls director, episode, season, etc. data, while Flagstaff still remains a mystery. In addition to a host of other code land goodies, Engadget’s tipster reports a feature_remote_screensavers element that suggests remote screensaver calls from any other device (read Mac) on your network.

 

Pokemon and PSP take home the 2010 gold in Japan

Friday, December 31st, 2010

Clearly, Japanese gamers still hold Pokemon close to their hearts, as Nintendo’s Pokemon Black/White has come out on top of the Japanese 2010 top sellers list. Compiled by the ASCII corporation, and translated by 1UP, Pokemon Black/White is on top in terms of games with 4.7 million units sold, whereas Sony’s PlayStationPortable (PSP) barely nudged out a declining Nintendo DS to hold down the number one spot in hardware sales.

And it’s not just Black/White that’s keeping Nintendo on top in Japan. According to ASCII, Nintendo counts four games in the top 10 including; New Super Mario Bros. Wii, which was released in 2009. In 2010, the title moved 1.6 million units, and became the Wii’s first title to sell over 4 million units.

When it comes to Japanese hardware of choice, it appears as though there’s a war brewing on the island. Sony’s PSP took home the top honors, although by only a whisker. The PSP sold approximately 2.73 million units, with Nintendo’s DS 2.72 million units. However, the PSP was the only hardware device in the Japanese market not to see a decline in sales. The PSP saw a rise of 28 percent, with Nintendo seeing the exact same number, but in reverse. The Nintendo DS saw a 28 percent drop in sales from 2009 YoY number.

When it comes to consoles, the Wii remained the favorite amongst Japanese gamers, although sales numbers were down 9 percent when compared to 2009’s numbers, ultimately resulting in 1.59 millions sold in 2010. The PS3 saw numbers slightly lower, dropping 7.6 percent from 2009, resulting in 1.54 million sales. Of note, who seems to not be gaining any traction in Japan is Microsoft; Specifically the Xbox 360. Microsoft saw a 24 percent drop in sales, resulting in just 231,000 units sold.

The 2010 Japanese gaming market:

Japan’s Top-selling Game Software for 2010

  1. Pokemon Black/Pokemon White (DS) – 4,734,064
  2. Monster Hunter Portable 3rd (PSP) – 3,163,750
  3. New Super Mario Bros. Wii (Wii) – 1,692,401
  4. Wii Party (Wii) – 1,385,541
  5. Dragon Quest VI (DS) – 1,354,841
  6. Dragon Quest Monsters Joker 2 (DS) – 1,305,750
  7. Tomodachi Collection (DS) – 1,112,298
  8. Super Mario Galaxy 2 (Wii) – 931,534
  9. Inazuma Eleven 3 Snake/Bomber (DS) – 930,580
  10. Kingdom Hearts Birth by Sleep (PSP) – 844,980

Japan’s Top-selling Game Hardware For 2010 (and unit change from 2009):

  1. PSP (all): 2,729,718 (+604,199)
  2. DS (all): 2,719,544 (-1,054,354)
  3. Wii: 1,592,563 (-155,398)
  4. PS3: 1,542,258 (-126,680)
  5. 360: 231,258 (-118,405)
  6. PS2: 83,030 (-114,116)
 

Sony and Microsoft ramp up the entertainment factor with Hulu

Wednesday, June 30th, 2010

For quite some time now, Xbox users have been a bit ahead of the curve when it comes to services non-gaming. The current state of (non) play for Xbox users include Netflix, Last.fm, and Zune video, and as of November, ESPN3.com (which promises to deliver over 3,500 live sporting events).

hulu

However, it seems that Sony has clearly heard what users are after: non-gaming content on their consoles. With the launch of the PS3 3.40 firmware update yesterday, it looks like a lot of those “Man, I wish I had…” are starting to become, “Wow, check this out!” moments. On Tuesday, Hulu confirmed on their website that coming this July, their video on-demand service will find a new home on the PS3 OS. This addition compliments the newly launched PlayStation Plus $10/month subscription package.

The “Hulu Plus” package will allow paying subscribers to access even more shows and platform support than the browser-based Hulu.com. In addition to all the standard Hulu features, Hulu plus will give viewers a 720p (HD) experience, as opposed to the maximum 480p service the free service delivers.

The Hulu Plus service arrives for PS3 in July, and will arrive on Xbox consoles in “early 2011,” according to Hulu. The Hulu rollout is not, however specifically targeted at gaming consoles, as the company reports Hulu plus will be available via iPhone, iPod Touch, and iPad, as well as the standard package of viewability via a Mac or PC browser. Looking even further down the line, Hulu is also targeting internet enabled TV’s and blu-ray players from Sony, Vizio, and Samsung.

On standout on the Xbox side of the Hulu deal is the integration with Kinetic, as the motion controlling sensor will also function as a remote for your Hulu viewing. Swipe a hand in the air to the right to fast forward, left to rewind. Neat.

The odd thing about not only this Hulu integration, but positioning consoles as the nucleus of a home based entertainment center, is that upon their launch in 2006, this is exactly what Sony set off to achieve. The hardcore gaming audience tended to drift to Xbox, one big draw being Halo, and Sony seemed to shift their position, and obviously address what the market wants/wanted. Now, 4 years later, it appears as though Sony has come full circle with the PS3, which btw, as of this week actually started making Sony a profit. And now that the PS3 is no longer hemorrhaging cash left, right, and center, it should be very interesting to see where Sony goes next. They may have been a bit behind the Xbox ball, but with new features, a new controller, and new money coming in the door…clearly the stage has been set.

 

EA uses social app to promote upcoming console title

Tuesday, November 24th, 2009

With EA moving further and further into the social gaming sector, it should come as no surprise that they’ve recently launched a social game that serves not only as a stand alone game, but a teaser for an upcoming console title: Dante’s Inferno.

GoToHellHailing from the Visceral Games branch of EA, the social (read Facebook) game launched yesterday, and serves two purposes. ‘Go To Hell’ makes use of the famous poem’s nine circles of hell. The game itself is nothing really we haven’t seen already done. I.e., gameplay is a well worn – don’t like so and so? Send them to the ‘anger’ ring of hell. Mad at an ex-lover? Send them to the ‘lust’ ring. You get the idea. However, the game is not limited solely to the Facebook platform, as users can share play data across other online platforms including MySpace, iGoogle, and Twitter.

Players can choose to punish or absolve other players and see how the community reacts to such actions. For stats trackers, the ‘Go To Hell’ app also includes a ‘Hell Browser’ that serves up a daily snapshot of all activity in Hell. This ‘Hell Browser’ serves is a pushed leader board, thereby encouraging others to play for dominance, without forcing them to an external area to check stats.

“This app is awesome! Not only will it be a blast to see who the world sends to hell, but it’s also a great opportunity to take Dante’s notion of the 9 circles of hell and make it current and relevant for people who may not be familiar with the poem,” said executive producer Jonathan Knight. “Let the damning begin.”

Again, the app itself is nothing special, but rather, it signifies an interesting move for EA. While Dante’s Inferno still hasn’t received a PEGI classification, and isn’t due out until February 9th, 2010, launching a stand alone app that serves as a teaser – and this far out- is noteworthy. Keep in mind that both the Xbox360 and PS3 contain social networking input/output exchanges – wouldn’t that be something if these consoles one day allowed Facebook apps to run on them. Perhaps EA knows something we don’t?

Go To Hell can be found at http://apps.facebook.com/gotohell while non-facebook users (is there such a thing?) can play the browser based version at http://gotohell.dantesinferno.com with other social networking API’s in place. A free iPhone version of the app is expected soon.

 

New Survey reveals console gamers big on Digital Distribution

Tuesday, October 27th, 2009

While GameStop claims that it isn’t really worried about the rise of digital distribution cutting into it’s brick and mortal retail stores revenues’, a new survey from the TNS and gamesindustry.com titled The UK National Gamers Survey, could have retailers rethinking.

Traditionally, PC and console games were produced to a disk (or cartridge), packed in a fancy box, and sent off to retailers for sale to the general public. One can still find this method alive today, but perhaps not doing so well. A wide variety of factors all contribute to the decline of boxed sales, perhaps most notably the rise of both mobile and web portal based gaming; a scenario where there’s no wait involved. The UK National Gamers Survey 2009, as well as identical surveys conducted in the US and EU markets clearly indicate that digital distribution has arrived, and is a favorite amongst both PC and console gamers.

The survey found that 25 percent of all UK console gamers have paid for and downloaded not only complete titles, but also additional levels for their favorite games. The former being a purchase, the later being a microtransaction. 7 percent of all gamers surveyed indicated that when they’re after a new game, they usually purchase them directly via a digital distribution channel, circumventing a physical retailer altogether. On the PC side of gaming this figure is doubled, with 14 percent of all PC gamers regularly buying and downloading their pixel pleasure directly. In the US market these figures rise even more, with 16 percent of console players purchasing directly, and 23 percent of PC users accustomed to the digital distribution method.

TG_Digital_Distribution

The survey also indicates that over half (55 percent) of the UK population (as defined by 8 years of age or older and access to an internet connection) play on consoles. 27 percent of this demographic indicated that they regularly download either complete games or additional levels for their existing games. Almost all respondents indicated that they have experience paying for this. When broken down by console, Sony’s PlayStation 3 takes the lead with over half, again 55 percent, of owners regularly obtain content via digital distribution, 51 percent of Xbox 360 users, and 25 percent of Nintendo Wii owners are downloading.

“With the growing part of games being played and paid for online, a key way to monitor the complete games business is by asking consumers directly about their overall game behavior and spending. An additional advantage of this approach is insight across all platforms as the traditional divide between the online casual and core console market has evaporated,” adds Peter Warman from gamesindustry.com.

 

Confirmed: Apple getting serious about games

Monday, September 14th, 2009

It’s that time of the year again: Apple starts off the holiday shopping season with announcements of their new (or significant upgrades to) products. True to fashion, late last week, Man-at-the-helm Steve Jobs and other Apple execs rolled out a number of new features and additions to existing lines, but interestingly, Jobs himself confirmed that Apple is now seriously committed to getting into the games field.

applegamingIf computer hardware/software making companies getting into gaming sounds familiar, the most obvious example is Microsoft’s Xbox console, but one can’t count out Dell and or Alienware’s commitment to addressing what gamers are after. For decades Apple has been doing things a differently (remember the Think Different advertising campaign?), and their committed entry to the gaming market is no different.

Following the event announcements, the blogosphere was awash with speculation about why the iPod Nano got a video camera, and the more expensive iPod Touch was passed over. In a NYTimes interview with David Pogue, Jobs explains that it came down to a question of cost. By not adding video capability to the iPod touch, Apple has clearly signaled that the costlier brother is headed in a different direction than it’s slimed down siblings.

“Originally, we weren’t exactly sure how to market the Touch. Was it an iPhone without the phone? Was it a pocket computer? What happened was, what customers told us was, they started to see it as a game machine,” he said. “We started to market it that way, and it just took off. And now what we really see is it’s the lowest-cost way to the App Store, and that’s the big draw. So what we were focused on is just reducing the price to $199. We don’t need to add new stuff. We need to get the price down where everyone can afford it.”

And therein lies the reasoning, plain and simple: The App Store. Apple senior VP Phil Schiller spoke to the App Store at last Thursday’s San Francisco event, stating that currently the App store has 21, 178 game available for the iPhone and iPod Touch, and growing everyday. To put that in comparison, Nintendo’s DS has approximately 3,700 titles available, and Sony’s PSP comes in with a paltry 607. “They don’t really stack up anymore,” Schiller said. Adding another nail to the aging handheld’s coffin, Schiller pointed out that neither of these platforms have multitouch screens, anything even close to the scope of the App Store, and titles remain relatively expensive (on average $25 – $40) when compared to the Apple cost – ranging from free to $9.99.

Although not specifically addressed, it’s also important to remember that with the iPhone (and iPod Touch) OS 3.0 introduced microtransaction capability. Obviously, this option remains incredibly attractive to developers, who are looking for not only a hit, but a hit that they can monetize. Apple is also clearly taking steps to make making a hit more of a reality for games developers. The latest iPhone 3g S is more than capable of handling complex graphics, and supports the OpenGL ES 2.0 graphics standard. In other words, this hand held device is (technically) capable of reproducing graphics we’ve come to expect from ‘desktop only’ graphics processors of just a few years ago. While the 3g S still lacks bonafide OpenGL ES 2.0 compliant games in the App Store, Apple said that they’re slowly but surely making their way there, and will be available later this year.

All of this is fine and dandy, but until there’s developer backing, it’s all just words, no? If that be the case, Apple has received their first official handheld gaming device vote of confidence from Ubisoft. The sequel to their hit Assassin’s Creed is slated for a Nov. 11th release on consoles. Bucking the traditional trend of ‘wait a bit for the handheld version’, Ubisoft has stated that they’ll launch the iPhone/iPod Touch version of the game the very same day.

Many industry vets have long wondered what Apple’s stance on gaming was, and if and when an answer to the Xbox might even make an appearance. As with many of Cupertino’s greatest triumphs, Apple let consumers tell them what they wanted, and appropriately responded. I feel it’s fair to say that Apple revolutionized the portable music industry with the iPod, and arguably introduced the North American market to the microtransaction method. If they plan on attacking the gaming industry with the same fervor, mobile gaming might just be on the verge of another major leap.

 

Free to Play begins to show signs of chipping away at retail’s dominance

Monday, July 20th, 2009

According to new data released by NPD, video game sales are on a steady decline. Sales of software, hardware, and gaming peripherals fell 31 percent, down to $1.17 billion in June 2009. The month prior saw sales around the $1.7 billion mark. According to NPD analyst Anita Frazier, “this month saw the greatest year-over-year monthly decline since September 2000, when the industry declined 41 percent.” Overall, 2008 has seen sales of video games and their associated counterparts (hardware and joysticks, etc.) are down 12 percent YOY.

moneywashingtondollarAnd it’s not just the plastic wrapped shiny discs that aren’t moving off retailers’ shelves. Console sales revenues took a 38 percent hit, totaling only $382.6 million. Of the big three, Microsoft’s Xbox was the only console that actually increased sales during the month of June. Nintendo’s Wii saw a drop of 45 percent, and Sony’s (arguably overpriced) PS3 got clobbered with a 59 percent drop in sales.

And while a 45 percent drop in Wii sales might look bad on paper, Nintendo’s mobile gaming devices, the DS and DSi pulled down 766,000 sales receipts, larger sales numbers than all three consoles combined. If that wasn’t enough to cover the electric bill, Nintendo’s Wii Motion Plus accessory (an add on that makes the controller more accurate) clocked in with 374,000 units sold.

But hang on a second…haven’t we just heard that gaming is seeing a tremendous rise, partially contributed to the current economic situation? Just last week, comScore put out numbers indicating that the market had grown 22 percent in 2009, so what gives?

“Our latest gamer segmentation study suggests that more than 4m new ‘players’ have entered the games market since last year, so certainly the decline isn’t due to less folks participating in the industry,” NPD’s Anita Frazier explained.

“Some of these are new retail consumers and some are playing online for free, and others are a mix of both. The trick is to continue to figure out how to monetize all the gaming that is going on across PC, mobile devices, and video game systems.

“Certainly there is plenty of opportunity in the industry, but the rate of change in many areas of the industry presents a lot of challenge as well.”

So if the segment has seen a spike in usership, but yet, sales are slumping, where are all these people going? And better yet…where, on what, and if at all, are they spending their money?

“While some of the decline in retail sales could be a migration on the part of consumers to acquiring content via digital distribution, our reports on downloads and subscriptions reveal that it’s not yet having enough impact on the console market to be an overly meaningful factor in the retail down-turn. That said, there are increasing avenues for consumers to game, including via mobile devices, and it’s clear the industry is sorting through how to manage all these opportunities while deploying resources appropriately,” says Frazier.

Now I’m not one to pick at words (yes I am), but note that Frazier mentions only downloads and subscriptions. There are two key pieces of data that NPD is not addressing here. Browser based gaming, and in platform gaming (i.e. casual games apps on social networks). While NPD may be clocking downloads and subscriptions, there’s no indication that they’ve collected significant data on where these 4 million new gamers are going. They’re clearly not heading to the local Best Buy to drop $59.99 on the newest copy of Call of Duty, so again…where are they? My bet firmly lies in browser based, either within social networks, or directly, gaming. If that be the case, the even more important question is – how many of these new gamers, all playing for free, are or plan to make a microtransaction purchase?

 

E3: Microsoft brings in full game downloads, avatar enhancement, twitter, and more

Tuesday, June 2nd, 2009

What would E3 be without a whole lot of announcements and gaming goodness?   If Microsoft’s foray is any indication of what the industry will do to outdo the others, this looks like it’s going to be one heckuva week in Los Angeles.  While Microsoft’s blitzkrieg of fast and furious announcements took over two hours, and included the living Beatles, John and Ringo, as well as skateboard legend Tony Hawk all endorsing or demoing new and exciting projects that Xbox fans can look forward to, it was perhaps the luncheon that took place afterwards where we were given the most clarification on the news.

Arguably one of Microsoft’s most exciting announcements is their plan to begin offering full game downloads directly to the console’s hard drive.  Coined “Games on Demand” for Xbox 360, Xbox General Manager Marc Whitten called this new feature a “natural progression” of Xbox Live’s current arsenal of offerings.  Yes, competitor Sony’s PS3 has had this feature for some time via the PlayStation Network, but now adding the Xbox into the mix may be seen is a direct assault on retail distributors.  With the Xbox Live community reportedly covering approximately 20 million members, with 6 million members checking in daily, brick and mortar retails such as GameStop could see a serious drop in foot traffic.  Answering the question from Gamasutra editors, Whitten responds,

“We’ve been talking closely with our retail partners,” he said. “This isn’t some zero-sum game where there is a winner or loser. I personally believe that going into a store and seeing that back of the box of the game, talking about the game–that’s not going away.” He said that digital distribution and retail can coexist in the current ecosystem.

At launch, the service will feature 30 games, with top tier titles including Assassin’s Creed, BioShock, Call of Duty 2, Crackdown, Mass Effect, and Oblivion.  Direct download prices will be inline with their physical retail counterparts, with new titles being added on a regular basis.

It’s also interesting to note that these direct digital downloads also open the door for Microsoft to begin accepting direct credit card purchases, instead of the current mechanism used for purchases, the Microsoft Point value system.  If we look between the lines here, could Microsoft also be testing the waters for more direct, however micro, payments down the line?  If the technology is already in place, and larger purchases are the testing mechanism, the proposition doesn’t seem unreasonable.

joyrideSpeaking of testing the waters, it looks like Xbox fans have a whole lot of new community features to look forward to.  Using a new free-to-play title, Joyride, as a vehicle to facilitate new and revamped avatar interaction, the new kart racing-style game will predominantly feature gamer’s own virtual creations of themselves.  And as with any good virtual self, Microsoft is betting on folks wanting to customize themselves a bit.  Enter stage left – Microsoft’s new commitment and focus on avatar accessories, both free, and as Whitten puts it, “slightly more than free” (read, microtransaction).  “I think you’re going to continue seeing avatars show up in lots of different places,” Whitten said.  Giving us just a taste of what he’s talking about, Whitten demonstrated an avatar dressed in full Halo Orbital Drop Shock Troopers (ODST) gear.  Putting a smile on almost everyone’s face, the Halo ODST accessorized avatar also included pom-poms and an added cheerleader animation.

Certainly not to be taken lightly, Microsoft also announced new third party integrations of both facebook and twitter.  Obviously developers have had the inside track on this for a while, as the upcoming version of Tiger Woods PGA Tour will allow users to send screenshots and score updates directly to their facebook profile via the Connect interface.  Likewise, players will be able to invite their other Xbox playing facebook friends to a game without ever having to leave one central platform.

While a number of Microsoft’s new announcements may not be directly tied to monetization, they certainly demonstrate that Microsoft clearly has their finger on the pulse, and are ready to deliver an envelope pushing experience to users, perhaps even before they know that they want this experience.  By adding more avatar interaction, direct game downloads, and third party integrations, Xbox just became the social life of the party overnight, further enhancing the console as not just a gaming platform, but taking one step closer to becoming the family digital entertainment hub.  If I might steal a line from James Earl Jones, via ‘Field of Dreams’ If you build it…they will come.