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Forums - Gaming - What makes it special? What makes Xbox Live worth it?

o_O.Q said:
worldlyfall said:
o_O.Q said:
worldlyfall said:
o_O.Q said:
worldlyfall said:
There is only one AD on the dashboard. One ad cannot support an entire service such as live. You people are pathetic to make such a claim. And for those who have never used live and are on this thread. There are no pop ups, or in game ads, there is only on tiny ad in the bottom right of your dashboard.


http://www.youtube.com/watch?v=Ob3xTBsT09w

are you sure? this video shows the new interface for the 360 ( released a short while ago ) and i can count this person showing at least 4 different ads ( most likely at different times )

all i'm saying is that its not completely unfeasable to think that the revenue brough in from these may be able to cover the cost of the service... well if you aren't convinced that it takes a fortune to support i guess

if commentators on youtube can bring in so much money from advertising on their videos that they begin to consider it as a job i have to consider the possibility that the ads on xbl can be just as lucrative... then multiply that by millions of users


Its still just one ad and at different times. If you owned a 360 you would know, but you dont. So i don't even know why you would even be posting here.

I fail to see how anyone can think Live can be supported by one ad? How much money do you think MS honestly makes from from one advertisment? Do you understand how a business works? How much it costs to run  and operate? There service it self may not cost a fortune to run but paying the people behind it and all the overhead expenese do. There are many expense's that a company like MS would have, and to honestly think that ONE and i repeat ONE advertisment can cover it all is just plain stupid. 

" I fail to see how anyone can think Live can be supported by one ad? How much money do you think MS honestly makes from from one advertisment? Do you understand how a business works? How much it costs to run  and operate? There service it self may not cost a fortune to run but paying the people behind it and all the overhead expenese do. There are many expense's that a company like MS would have'

ok i'm willing to accept that you understand microsoft's business model better than me so what estimate would you give for the costs of the service?

and what estimate would you give for the ads displayed across the millions of 360s connected to xbl?


I have know idea how much it costs MS to run live but its more money than a single advertisment can bring in. 

As for the estimate no more infact probably less than it costs to run a ad during a big sporting event like the super bowl or the olympics. A 30 sec Superbowl ad cost around 3 million bucks and there are way more people watching the superbowl than there are Xbox live subscribers.

If you can honestly  tell me that an Ad on Xbox live that you need to click on to veiw properly cost more than superbowl Ad, than this is over and i have just wasted my time. 

so... i guess from your reply, you don't really have an idea on how the ad revenue compares to the cost to run the service?

btw what aspects of the service do you think drive the cost up so high?

edit : another user attributed the exorbitant costs of xbl to exclusive content, bandwith costs and running servers among other things... what about you?

Read my second response i made.



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o_O.Q said:

" Ads probably couldn't support that a lone let a lone everything else Xbox Live offers"

again... thats your conjecture... how much do they pull in in ad renvenue? ( i can assure you its millions )... the main question here is if the ad revenue and cost to run the service cancel each other out and at present we just don't know

"The only thing people try to compare it to is PSN. Which is basically a store with few features and charges publishers for bandwidth."

i see people throwing this around a lot, refusing to ackowledge exclusive services such as playstation home, free realms and dc universe online, from my perspective i'd say thats not a fair thing to say but whatever

"People just see Xbox Live as simple peer to peer"

its odd that you mention that because one of the things i've seen people discussing is that apparently some of the main xbox exclusives like gears ( apparently this caused problems in gears 2 and caused the push for dedicated servers for gears 3 ) and halo run on p2p servers while most of the main ps3 exclusives run on dedicated servers

i'd have thought that it should be the other way around


I would imagine they can generate millions from ad revenue as well. But its safe to presume not enough to operate Xbox Live as we know it. The subscriptions is what really allows Xbox Live to thrive. Subscriptions is where the real money is at, which is why Sony created PSN Plus.

From my understanding only Vs modes use dedicated servers on Gears 3. So many of the modes are actually P2P. Uncharted 3 is P2P by the way, so maybe they've concluded most people don't care. The most popular online games on 360 and PS3 are P2P.

PS Home, Free Realms, and DC Universe all thrive on micro transactions. You think they could thrive on ads a lone?



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Reasonable said:

Show me where I said the ads could cover it or even anything about it.  I saw someone post that something empatically - as in factually in context - and asked for what was behind their claim.  Turned out to be guesses.  Also, the site functions on extrapolation from real numbers polled from retailers so far as I know, not pure estimates based on guesswork.

Your post is simply the kind of thing I was looking for - either example data to support the estimate or some idea why you would think so.  Check the post trail again.  The people I queried simply said "it's this" and then had no real reason to have said so nor any kind of annecdotal evidence or experience.

To make any kind of informed guess here - which is what you're talking about - you would need two pieces of information.  An estimate of Live costs - doesn't have to be the real figures but just something sensible based on some extrapolation of the service infrastructure.  Second, an estimate, based on the kind of knowlege you mention, of probable income of advertising on Live.

I've seen no-one - until you at least mentioned advertising - come up with anything satisfcatory here.

finally, the burden of proof in this site is on the person making the claim.  If you post here claiming X then you better be ready with something behind the claim.  Doesn't have to be facts, but it does at least have to be "I believe based on X that Live probable costs Y and that advertising is probably only W based on Z".  Anything else is simply an internet fact - i.e. a guess.

When I make claims, which I sometimes do, I'm always prepared to back them up with some knowledge if its an informed guess or links if I think it's more than an informed guess.

I've been following the thread and no-one's really posted any numbers so I thought I'd give it a try and extrapolate backwards from what we know about Live revenue.

The one thing that everyone in the thread seems to be forgetting is that all these digital services are also retailers for digital content. Ad revenue and subscriptions probably do make a significant chunk of money but I'd wager it's the sales of map packs, add-ons, games and videos that bring in the most revenue.

Last year bloomberg estimated that X-box Live brings in $1 billion and that MS see 65% profit (meaning $650K profit, $350K production costs). This article seems to suggest that digital sales revenue has topped subscription revenue.

http://uk.xbox360.gamespy.com/articles/110/1104553p1.html

According to Wikipedia, there are 35 millions Live accounts. If we make some relatively conservative assumptions:

1. 15 million are Gold members

2. MS see $20 per Gold member

then we get a figure of $300 million which is still pretty significant. If the Bloomberg estimates on revenue and profit are correct then the subscription alone almost covers the cost of production.

This is still guesswork though, but I think MS could probably break even if they concentrated solely on advertising and digital sales to fund X-box Live although this would only be feasible within the last year or so (dependent on an increase in people purchasing digital media). I can't find any info on how much ad revenue would bring in unfortunately but from the figures above and assuming digital sales brings in only slightly more than subscription revenue, then it's probably en even split between all 3 revenue streams.



Scoobes said:
Reasonable said:

Show me where I said the ads could cover it or even anything about it.  I saw someone post that something empatically - as in factually in context - and asked for what was behind their claim.  Turned out to be guesses.  Also, the site functions on extrapolation from real numbers polled from retailers so far as I know, not pure estimates based on guesswork.

Your post is simply the kind of thing I was looking for - either example data to support the estimate or some idea why you would think so.  Check the post trail again.  The people I queried simply said "it's this" and then had no real reason to have said so nor any kind of annecdotal evidence or experience.

To make any kind of informed guess here - which is what you're talking about - you would need two pieces of information.  An estimate of Live costs - doesn't have to be the real figures but just something sensible based on some extrapolation of the service infrastructure.  Second, an estimate, based on the kind of knowlege you mention, of probable income of advertising on Live.

I've seen no-one - until you at least mentioned advertising - come up with anything satisfcatory here.

finally, the burden of proof in this site is on the person making the claim.  If you post here claiming X then you better be ready with something behind the claim.  Doesn't have to be facts, but it does at least have to be "I believe based on X that Live probable costs Y and that advertising is probably only W based on Z".  Anything else is simply an internet fact - i.e. a guess.

When I make claims, which I sometimes do, I'm always prepared to back them up with some knowledge if its an informed guess or links if I think it's more than an informed guess.

I've been following the thread and no-one's really posted any numbers so I thought I'd give it a try and extrapolate backwards from what we know about Live revenue.

The one thing that everyone in the thread seems to be forgetting is that all these digital services are also retailers for digital content. Ad revenue and subscriptions probably do make a significant chunk of money but I'd wager it's the sales of map packs, add-ons, games and videos that bring in the most revenue.

Last year bloomberg estimated that X-box Live brings in $1 billion and that MS see 65% profit (meaning $650K profit, $350K production costs). This article seems to suggest that digital sales revenue has topped subscription revenue.

http://uk.xbox360.gamespy.com/articles/110/1104553p1.html

According to Wikipedia, there are 35 millions Live accounts. If we make some relatively conservative assumptions:

1. 15 million are Gold members

2. MS see $20 per Gold member

then we get a figure of $300 million which is still pretty significant. If the Bloomberg estimates on revenue and profit are correct then the subscription alone almost covers the cost of production.

This is still guesswork though, but I think MS could probably break even if they concentrated solely on advertising and digital sales to fund X-box Live although this would only be feasible within the last year or so (dependent on an increase in people purchasing digital media). I can't find any info on how much ad revenue would bring in unfortunately but from the figures above and assuming digital sales brings in only slightly more than subscription revenue, then it's probably en even split between all 3 revenue streams.


Great post, I wouldn't have done it even if I could.

@Resonable
Ads don't bring that much revenue on websites and they have to change them often sometimes they stay no more than 1-2 days before they expire. People get used to them really quickly so it would be irrelevant to pay a ridiculous amount of money to post ads on websites. Many websites like this one have ads everywhere on every space possible and still these websites have paid subscriptions. People need to get paid and investors need to get a good return of investment so ads alone don't always do it for websites.

For a service like Xbox Live, you have to realise that there are a lot more people working on maintaining the service together then there is the support team and devs etc etc. Just remember how many people were working to get PSN back on track, these people need to be paid too. Now since you don't seem to own an Xbox you don't know what ads are there, there is no way these 3-4 ads can pay up all this workforce.

If Scoobs calculations are any good, do you think 3-4 ads could spend 80mil each to be on Live? Really? I don't think we need exact numbers to realise this is impossible, just common sense. And I thought it would cost way less than that.



Jazz2K said:
Scoobes said:
Reasonable said:

Show me where I said the ads could cover it or even anything about it.  I saw someone post that something empatically - as in factually in context - and asked for what was behind their claim.  Turned out to be guesses.  Also, the site functions on extrapolation from real numbers polled from retailers so far as I know, not pure estimates based on guesswork.

Your post is simply the kind of thing I was looking for - either example data to support the estimate or some idea why you would think so.  Check the post trail again.  The people I queried simply said "it's this" and then had no real reason to have said so nor any kind of annecdotal evidence or experience.

To make any kind of informed guess here - which is what you're talking about - you would need two pieces of information.  An estimate of Live costs - doesn't have to be the real figures but just something sensible based on some extrapolation of the service infrastructure.  Second, an estimate, based on the kind of knowlege you mention, of probable income of advertising on Live.

I've seen no-one - until you at least mentioned advertising - come up with anything satisfcatory here.

finally, the burden of proof in this site is on the person making the claim.  If you post here claiming X then you better be ready with something behind the claim.  Doesn't have to be facts, but it does at least have to be "I believe based on X that Live probable costs Y and that advertising is probably only W based on Z".  Anything else is simply an internet fact - i.e. a guess.

When I make claims, which I sometimes do, I'm always prepared to back them up with some knowledge if its an informed guess or links if I think it's more than an informed guess.

I've been following the thread and no-one's really posted any numbers so I thought I'd give it a try and extrapolate backwards from what we know about Live revenue.

The one thing that everyone in the thread seems to be forgetting is that all these digital services are also retailers for digital content. Ad revenue and subscriptions probably do make a significant chunk of money but I'd wager it's the sales of map packs, add-ons, games and videos that bring in the most revenue.

Last year bloomberg estimated that X-box Live brings in $1 billion and that MS see 65% profit (meaning $650K profit, $350K production costs). This article seems to suggest that digital sales revenue has topped subscription revenue.

http://uk.xbox360.gamespy.com/articles/110/1104553p1.html

According to Wikipedia, there are 35 millions Live accounts. If we make some relatively conservative assumptions:

1. 15 million are Gold members

2. MS see $20 per Gold member

then we get a figure of $300 million which is still pretty significant. If the Bloomberg estimates on revenue and profit are correct then the subscription alone almost covers the cost of production.

This is still guesswork though, but I think MS could probably break even if they concentrated solely on advertising and digital sales to fund X-box Live although this would only be feasible within the last year or so (dependent on an increase in people purchasing digital media). I can't find any info on how much ad revenue would bring in unfortunately but from the figures above and assuming digital sales brings in only slightly more than subscription revenue, then it's probably en even split between all 3 revenue streams.


Great post, I wouldn't have done it even if I could.

@Resonable
Ads don't bring that much revenue on websites and they have to change them often sometimes they stay no more than 1-2 days before they expire. People get used to them really quickly so it would be irrelevant to pay a ridiculous amount of money to post ads on websites. Many websites like this one have ads everywhere on every space possible and still these websites have paid subscriptions. People need to get paid and investors need to get a good return of investment so ads alone don't always do it for websites.

For a service like Xbox Live, you have to realise that there are a lot more people working on maintaining the service together then there is the support team and devs etc etc. Just remember how many people were working to get PSN back on track, these people need to be paid too. Now since you don't seem to own an Xbox you don't know what ads are there, there is no way these 3-4 ads can pay up all this workforce.

If Scoobs calculations are any good, do you think 3-4 ads could spend 80mil each to be on Live? Really? I don't think we need exact numbers to realise this is impossible, just common sense. And I thought it would cost way less than that.

The advertising should be on two tiers so far as I can see. The first is a simple charge by MS to have the ad visible - that would change regularly as you say and will only bring in modest revenue, although I'd expect the ads change by region - i.e. they're not just getting one set of ads but multiple, for example the ads I see in UK won't be same as France.  The second tier is the interesting one - click though.  Normally charging would be set up so that if I click on an ad MS makes more money.  This one could be anything from minimal - assuming most people just ignore the ads - to significant - assuming enough people actual click on ads.  I'm currently assuming most people ignore tha ads but of course that's just a guesstimate based on assumed demographics for the console.

I don't actually think advertising covers Live - never said it did at any point - but advertising revenue is surely growing on Live, as is revenue from DLC, etc. as Scoobes points out, plus I would imagine MS will be looking to bring in revenue via partners offering services on Live, and I think we're now approaching - or just crossing - the point where in theory Live could be run at cost or even profitably without the subscription fees.  I don't think MS would drop fees, but I'm simply curious how much they make and from what.



Try to be reasonable... its easier than you think...

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Well, now we know how MS got the $500 million ad campaign for kinect.