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40 Days #31: Open up XNA and Live Anywhere to browser-based gaming

msngamesbadges Every so often, when Cindy Lou Grue would post on the Gamerscore Blog (by the way, is she still even on the team?), I would get a little shocked because she would remind me that Microsoft's MSN Games casual game portal still exists. The other bloggers would be going on about their gamerscores, friends lists, multiplayer experiences, and Cindy's posts would always feel oddly "disconnected".

That makes you wonder why exactly Microsoft isn't doing something, anything, to somehow integrate the casual portal into the rest of its gaming network. They even have a section of of MSN games for Vista - the perfect example of "games for Windows" - and yet none of those integrates with the Live network. I'm not even asking for them to be distributed through a PC marketplace (well, sure, eventually, but anything at all would be a start), but why aren't those games part of the Games for Windows Live program? Some of them even have counterparts available on Xbox Live Arcade, so it just seems weird to see them as completely isolated experiences.

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40 Days #27: Emancipate the Games for Windows Live dashboard

gfwlivesigninMaking Games for Windows Live free to play online should lead to more users on the Windows platform and more developers using the functionality. However, all those parties probably won't be very impressed with the current state of the "dashboard" part of GfWL software.

The biggest problem with it, all the more incomprehensible, given that Microsoft is a huge software company, is that the dashboard can only be accessed through the individual GfWL titles. It doesn't exist independently without them. Ironically, as far as Windows is concerned, the software actually is a bit independent, as it represents a separate item in the list of installed programs, with seemingly one shared set of libraries and code. Any updates to it are shared among all the installed titles on the system.

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40 Days #26: Make Games for Windows Live more attractive to developers and free to consumers

gfwlivedash Once online play on Xbox Live goes free, it only makes sense to maintain parity on the PC side and extend the same benefits to Games for Windows Live customers. In fact, that's what it should have been to begin with. GfWL should have launched as a completely free service from day one for a number of reasons. For one, PC gamers don't normally pay for online gaming anyway, so charging for it over Xbox Live doomed the brand right away and labeled Microsoft as a even more of a money whore in the eyes of PC gamers than before. Also, even if Microsoft eventually wanted to make money from premium add-ons, the service should have been free at least for an initial "introductory" period of, say, a year or so.

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