Microsoft has public documentation that describes how it works:
> The session host is the console or device that runs the game play simulation for titles built on a host-based peer-to-peer network architecture. This console or device is typically the same as the arbiter, but it does not have to be the same.[0]
[0] https://docs.microsoft.com/en-us/gaming/xbox-live/features/m...
Just talking about authentication / autorization do you know how much it takes in term of infra at the scale of Xbox?
At a high level overview what they provide:
- authz / authn / entitlment
- rewards
- social ( voip, group, friends, chat, profil )
- achievments
- store / marketplace
- matchmaking
- leaderboard
- object storage for entities, cloud save game
Just open: https://support.xbox.com/en-US/xbox-live-status
As for gameserver the definition is very broad depending on what you do on those gameservers, some of them are heavy other are light depending of what's happening server side ( physics, ai, gameplay replication etc ... )
Also, the online services don't provide game servers, these are paid for by the game publishers.
Please don't make excuses for the anti-consumer profiteering of gigantic mega-corporations. No PC platform is 'compelled' to require payment for online play, despite many offering a similar or greater level of server to XBL or PSN.
This is so wrong, infra is very expensive for online games. It's that expensive that it's still a question to use dedicated server vs p2p because of cost.
Obviously P2P has many advantages apart from being free for the publisher - such as lower latency.
$5/month isn't an unreasonable price tag for these features, and I would happily pay double if it meant that xbox would actually remove some of the hardcore stalkers and overt pedophiles. By which I mean the networks of grown men who coordinate to target certain minors (even though the minors appear offline and block the stalkers) by fanning out across game servers. Microsoft knows about these players because they've been reported so many times and by so many different players that they have the worst Reputation Scores. This isn't to speak of the "ordinary" sexual harassment, trolling, cheating, and "unsporting behavior".
For instance the justification for "paid online" is usually server costs, but that's forgetting that not so long ago most (non-persistent) online games let you host your own servers if you wanted to. So they moved away from that in order to gain more control and give themselves more opportunities for monetization (loot boxes etc...) and then they use that as an excuse to ask money for online. And it worked.
Meanwhile, gamers: https://pcinvasion.com/wp-content/uploads/2017/06/modernwarf...
Big agree on the impulse control. It's worsened by the fact that, for lots of gamers, gaming is their strongest form of escapism. But I think it also compounds with this tendenct for gaming to suffer from a lot of the same polarization that's happening in politics. It's like it gets at the same core part of your lizard brain.
Instead of Red vs Blue, it's Green vs Blue (and Nintendo stands off to the side, having fun with its family in Wii Fit, and PC is in a basement garbed in dark blue worshiping GabeN and trying to summon HL3). And people will look the other way to an excessive degree while "their" team does bad stuff.
I will say that one thing gaming has that politics doesn't is "the only thing we hate as much as the other side is our side". Obviously even microsoft fanboys will be quick to turn on Microsoft if they do something obviously anti-gamer, since gamers also love to be victims.