EA vs. Xbox Live
bigman2003 writes "In a big move earlier this year, EA started to offer games with Xbox Live support. One of the big concessions Microsoft made was to let outside companies run their own servers on Xbox Live. Today EA is having problems, partially brought on by their new title, Burnout 3." Tycho has commentary on the issue as well.
The actual game portion of the game is not client/server, but peer-to-peer (all XBox Live! games are this way). The problem is with EA's matchmaking capabilities. Rather than using Microsoft's system that has been proven to work for nearly 2 years (more than 2 years, if you include the time XBox Live! spent in beta prior to the Nov. 2002 release), they wanted to use their own (ask PS2 owners, they'll tell you that EA's online play pretty much sucks). When playing an EA game on Live!, you're lulled into thinking you're on the Live! network by the login, but immediately after that you're shunted off to EA's crap. This means you run into things you'd never see on XBox Live!, like region-specific matchmaking (which could be a nice feature, but it shouldn't be the only way to make matches) and "technical" problems that never should have existed (for instance, you can't play an NTSC version of Burnout 3 against a PAL version of Burnout 3, which is just completely silly).
Chalk this up to growing pains with 3rd-party matchmaking over XBox Live!, but it never would've come about had EA swallowed their pride and used the proven system already in place.
Uh, EA has released at least two Xbox Live titles prior to this (their two football games). First one game out back in July. This is just standard EA ineptitude/laziness, and justification for exactly why MS originally required Xbox Live hosting to be done by them. A shame they surrendered to EA.
(Oh yeah, and Burnout 3 has a nice little warning on the back. EA can cancel all Live play with 30 days notice. Wonderful...thanks, EA!)
There is no excellent beauty that hath not some strangeness in the proportion. -- Francis Bacon