Inane_Dork said:That still leaves the question how how gamers will find each other. If the solution is made per game, experience will greatly vary and there will be no communication without a game in the drive. There still has to be a central service, and it has to be big & beefy to handle the millions that will sign on without going down.
I wouldn't think it would need to be any more beefy than any servers for MSN Messenger, AIM, or ICQ, really. Maybe needs to handle a few other things (just to keep track of things; the server shouldn't need to hold the hand of every user), but most of that stuff would all be P2P (like the actual chatting/communication).
A friends list needs little, and adding more functionality than that (like seeing what game they are playing and being able to start a multiplayer game with them) requires little as well. Having a seperate solution per game doesn't really remove the ability to have a friends list (similar to how some of the PC gaming friends list things work). It's quite possible to offer an XBLive like service at a minimal cost (relatively)... the nature of most things in question don't really require all that much from servers depending on how you set them up (unlike, say, an MMO). I'd imagine most of the bandwidth the clients use happens on the initial login and sparsely after that (telling the server they are online and setting an IP on the server or something, and when you start a game/movie/etc) -- otherwise everything would likely be P2Pable (or at least require little interaction with a main server).
Kind of interesting stuff when you dig into it...