Live chat no credit card needed

Critics scoffed at it, citing poor broadband adoption at the turn of the century.

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As Microsoft developed the original Xbox console, online gaming was designated as one of the key pillars for the greater Xbox strategy.

Sega had made an attempt to capitalize on the ever-growing online gaming scene when it launched the Dreamcast video game console in 1999, including online support as standard, called Sega Net and Dreamarena.

The company determined that intense online gaming required the throughput of a broadband connection and the storage space of a hard disk drive, and thus these features would be vital to the new platform.

This would allow not only for significant downloadable content, such as new levels, maps, weapons, challenges and characters, to be downloaded quickly and stored, but also would make it possible to standardize bandwidth intensive features such as voice communication.

On November 12, 2009, Dennis Durkin, COO of Microsoft's interactive entertainment business, announced that November 10, 2009, the release of Call of Duty: Modern Warfare 2 marked the busiest day ever on Xbox Live, with over two million active users simultaneously.

On the same day, Larry Hyrb, Xbox Live's Major Nelson, announced on his blog that Xbox Live support for the original Xbox would be discontinued on April 15, 2010, including online play through backwards compatibility on the Xbox 360 and all downloadable content for original Xbox games.

The packaging for playable Xbox Live titles on the original Xbox console featured the trademark gold bar underneath the Xbox header.

Tom Clancy's Splinter Cell and Brute Force sported a Live "bubble" design, as they only featured downloadable content.

Steve Ballmer and Bill Gates both had a vision of making premium download content and add-ons that would attract many new customers.

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