ban25 said:
Please note that I never said a peer-to-peer service obviated the need for a centralized server, merely that the majority of load and network bandwidth is handled by the users themselves. Here's how the messaging probably works:
There is a centralized database storing information about users who are online. This includes their IP address. When you log on, your XBL software queries this host to retrieve the status of all the people on your friend's list. If you send a message to a friend who is online, it sends a message directly to this person using the IP address stored in the database. So, in this case, all the central server is doing is acting as a directory. If the friend you are messaging is offline, however, the message is sent to a repository on the server where it is stored until your friend logs on and retrieves it.
And considering this includes voice messaging, what do you think the server and bandwidth requirements would be for 2+ million users? Add in administrative and maintenance costs, and what do you get?
No, but it is not inconceivable that it could be implemented that way in order to distribute the network load across all users with a given file (like bittorrent or the service Gamespot is using). In any event, the network and server costs are recovered through the sale of paid content online -- much like Steam, iTunes, Connect, Stardock Central, etc.
The vast majority of content is free, and judging by the download speeds people are receiving it at, it's clearly not a bittorrent type service. Most people don't have the upload bandwidth that I routinely receive files at.
Besides, files are occassionally removed, which you can't do with a bittorrent type service.
So you definitely have to have a file server system and enough bandwidth to support a netwrok with 2 million users, plus administrative and maintenance expenses to add in here. What do you think that would come to.
I think it's clear that I've accounted for the necessary server infrastructure to provide such a service. Now whether you consider that "massive" or not is another issue...
Speaking of accounting, since you have these servers and these employees, I imagine you'll need a building to put them in, won't you? Complete with electricity, gas, running water, trash storage and pickup, possible landscaping cost, employees to handle all of the logistal work, training, management, security, maintenance, cleaning, cooking if you are going to provide some sort of cafeteria, office supplies, snacks and drinks, copy machines, furnature, fax machines, etc..
What do you think that all adds up to?
Think that dollar or two you make off of a pay-to-download is going to cover all of that?
Fact is, it costs MS so much that the only reason they offer the Live service at all for the Xbox/360 is because they plan to offset the costs with income generated by other MS products that will be using the Live service such as Office Live, Vista Live, etc...