Article reiterates Microsoft's online plans, especially how they may be depending on online to win market share.
No details on Sony or Nintendo.
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Article goes on to note that about 10% of Xbox users subscribed to XBL. The skeptical analyst said at most, maybe MS gets 20% of X360 users to pay for XBL, nowhere near the 50% MS is shooting for.
Sony and Nintendo are expected to offer more than they have for online but no details are known, such as whether they too will try to charge a subscription.
No details on Sony or Nintendo.
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Microsoft is making a big -- and risky -- bet that videogame players will flock to the opportunity to play lots of games against each other over the Internet. The Xbox 360, released in the U.S. last month, lets users play more games online than the original Xbox. It also lets users purchase and download games.
See how the Xbox 360 compares with Sony's PlayStation 3 and Nintendo's Revolution. Plus, a look at key games for these next-generation systems.
The company has spent hundreds of millions of dollars on its online service, Xbox Live, analysts say. To attract more online users, Microsoft is bundling free but limited access to its online service with the Xbox 360. But to play games against others, users must subscribe for $50 a year. That doesn't include the cost of games, or the required high-speed Internet access.
The Redmond, Wash., company's strategy may usher in a new era in the $25 billion games industry. Sony Corp. and Nintendo Co. are expected to make online gaming a key component of their new systems, scheduled to be released next year.
Online gaming isn't new. It blossomed in the 1990s on personal computers, where tech-savvy players dueled in fantasy games. In recent years, console makers entered the field, allowing online matchups in a limited number of games. Now, the industry thinks it can expand the audience, due in part to increased adoption of high-speed Internet connections. The expansion may help the industry build new revenue streams, including online advertisements targeted at gamers.
But the big move into online gaming carries risks. It is not clear that companies like Microsoft and Sony will be able to lure large numbers of players -- each has attracted a small fraction of users to online play with their previous consoles. The companies also must be careful about new business models for distributing games -- such as games-on-demand -- so as not to alienate game publishers, who still rely heavily on in-store sales. And games designed for multiple players have a mixed record of attracting customers.
The challenge is to expand the appeal of online gaming beyond the core audience of hardcore gamers, and casual players may not bite, said Michael Goodman, senior analyst with Yankee Group, a technology-research firm in Boston.
Added Michael Pachter, an analyst with Wedbush Morgan Securities: "At the end of the day, we don't play games for social interaction … We play games to escape." Microsoft's strategy is "absolutely flawed," he said.
Article goes on to note that about 10% of Xbox users subscribed to XBL. The skeptical analyst said at most, maybe MS gets 20% of X360 users to pay for XBL, nowhere near the 50% MS is shooting for.
Sony and Nintendo are expected to offer more than they have for online but no details are known, such as whether they too will try to charge a subscription.