Do You Need Xbox Live To Buy Digital Games
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In order to gameshare on Xbox, you and your friend will both need your own Xbox One systems and accounts. But once that's all put together, gamesharing is incredibly easy. Here are a few steps to follow to get the feature working properly.
So I'm thinking about buying a game key for Xbox One, since some of those are cheaper than the physical/digital copies from the original seller. I was wondering if I needed an Xbox Live subscription in order to redeem a code.
Without a subscription, you will keep being able to access games associated with the account. You do need access to the service to continue being able to download or stream game content, so you would require at least a Silver subscription, which is free.
I haven't been able to find information on whether developers can directly code multiplayer into their games (i.e. their own account/server infrastructure) on the xbox one. Technially, yes, since xbox is at this point just a locked down x86 pc.
Where digital goods and services are subject to sales tax, you need to know how to source each transaction. Sourcing sales of electronically transferred products can be more complicated than sourcing sales of tangible goods because of the nature of digital goods. A resident of Texas can easily purchase and download a digital book while vacationing in Hawaii or Maine. A resident of Washington state may stream a movie from a hotel in Chicago or an apartment in Massachusetts.
In the video game industry, digital distribution is the process of delivering video game content as digital information, without the exchange or purchase of new physical media such as ROM cartridges, magnetic storage, optical discs and flash memory cards. This process has existed since the early 1980s, but it was only with network advancements in bandwidth capabilities in the early 2000s that digital distribution became more prominent as a method of selling games. Currently, the process is dominated by online distribution over broadband Internet.
To facilitate the sale of games, various video game publishers and console manufacturers have created their own platforms for digital distribution. These platforms, such as Steam, Origin, and Xbox Live Marketplace, provide centralized services to purchase and download digital content for either specific video game consoles or PCs. Some platforms may also serve as digital rights management systems, limiting the use of purchased items to one account.
Digital distribution of video games is becoming increasingly common, with major publishers and retailers paying more attention to digital sales, including Steam, PlayStation Store, Amazon.com, GAME, GameStop, and others. According to study conducted by SuperData Research, the volume of digital distribution of video games worldwide was $6.2 billion per month in February 2016,[1] and reached $7.7 billion per month in April 2017.[2]
Only a few digital distribution services for consoles would appear in the 90s. Among them were Sega's Sega Meganet and Sega Channel, released in 1990 and 1994 respectively, providing Sega Genesis owners with access to games on demand and other services. Nintendo released peripherals and services only in Japan: the Satellaview satellite subscription service for Super Famicom and the Nintendo Power flash cartridge in-store kiosk system for Super Famicom and Game Boy.
An early innovator of the digital distribution idea on the PC was Stardock. In 2001 Stardock released the Stardock Central to digitally distribute and sell its own PC titles, followed by a service called Drengin.net with a yearly subscription pay model in summer 2003. In 2004, the subscription model was substituted by TotalGaming.net which allowed individual purchases or pay an upfront fee for tokens which allowed them to purchase games at a discount. In 2008, Stardock announced Impulse a third-generation digital distribution platform, which included independent third-party games and major publisher titles.[10] The platform was sold to GameStop in May 2011.[11][12]
In 2004 Valve released the Steam platform for Windows computers (later expanded to Mac OS and Linux) as a means to distribute Valve-developed video games. Steam has the speciality that customers don't buy games but instead get the right to use games, which might be revoked when a violation of the End-user license agreement is seen by Valve[14] or when a customer doesn't accept changes in the End-user license agreement.[15][16] Steam began later to sell titles from independent developers and major distributors and has since become the largest PC digital distributor. By 2011, Steam has approximately 50-70% of the market for downloadable PC games, with a userbase of about 40 million accounts.[17][18][19]
In 2008, the website gog.com (formerly called Good Old Games) was started, specialized in the distribution of older, classical PC games. While all the other DD services allow various forms of DRM (or even have them embedded) gog.com has a strict non-DRM policy.[20] Desura was launched in 2010. The service was notable for having a strong support of the modding community and also has an open source client, called Desurium.[21] Origin, a new version of the Electronic Arts online store, was released in 2011 in order to compete with Steam and other digital distribution platforms on the PC.[22]
Digital distribution is the dominant method of delivering content on mobile platforms such as iOS devices and Android phones. Lower barriers to entry has allowed more developers to create and distribute games on these platforms, with the mobile gaming industry growing considerably as a result.[23]
Today, each of the current main consoles (Nintendo Switch, Xbox Series X/S, and PlayStation 5) has its own digital distribution platform to sell games exclusive to digital formats and digital versions of retail games. These are the Nintendo eShop, Xbox Games Store, and PlayStation Store, respectively, which all sell full retail games, along with other products, such as DLC.
The main advantages of digital distribution over the previously dominant retail distribution of video games include significantly reduced production, deployment, and storage costs. Games purchased digitally are legally licenses and not sold, meaning consumers do not have legal ownership and cannot resell their games.[24]
Compared to physically distributed games, digital games cannot be destroyed because they can be redownloaded from the distribution system. Services like Steam, Origin, and Xbox Live do not offer ways to sell used games once they are no longer desired. Steam offers a non-commercial family sharing options.[25] This is also somewhat countered by frequent sales offered by these digital distributors, often allowing major savings by selling at prices below what a retailer is able to offer.
Since the 2000s, when digital distribution saw its first meaningful surge in popularity, an increasing number of niche market titles have been made available and become commercially successful, including (but not limited to) remakes of classic games.[27][28] The new possibilities of digital distribution stimulated the creation of game titles from small video game producers like independent game developers[29][30] and modders (e.g. Garry's Mod[31]), which before were not commercially feasible.
The increasing prevalence of digital distribution has allowed independent game developers to sell and distribute their games without having to negotiate deals with publishers. No longer required to rely on conventional physical retail sales, independent developers have seen success through the sale of games that normally would not be accepted by publishers for distribution.[32] The PC and mobile platforms are the most prominent in regards to independent game distribution, with services such as GOG.com, GamersGate, Steam and the iOS App Store providing ways to sell games with minimal to no distribution costs. Some digital distribution platforms exist specifically for indie game distribution, such as the Xbox Live Indie Games.
This guide will assist those on Xbox One, Xbox Series X and Xbox Series S and keep you gaming for as long as possible. The first thing you need to ensure is that your Xbox is set as your home console (before Xbox Live goes offline), which is really simple. The reason being is to tie your gamertag to the system, ensuring Xbox knows that the digital games on the console are yours. Just do the following as instructed by Xbox:
Thanks for the guide. It is indeed helpfull.Can I have both my consoles (xbox one s and series S) set as home console? My Kids play games on one s by using their account, but games are owned by me. Will they still be able to play if both consoles Will be set as home console?
@PeterPanana I had to make an account on this website just to reply to you since no one else here seems to want to correct you, or they just don't know. You do NOT need online to play digital games on Xbox Series S. You said in your own comment that the Series S is not set as your main console. That's the issue, not that your console cannot play games offline. I played Monster Hunter World and Agents of Mayhem just fine offline on my Series S which is set as my home console. This Statement by you;
In addition, all Xbox One games can now be gifted digitally, where formerly, only a select few were giftable. Certain Xbox One digital games and DLC first received this treatment last fall, along with Xbox Live Gold and Game Pass subscriptions.
Black Friday has come and gone, but while the shopping holiday has passed, Xbox One Black Friday digital games sale is still live, at least for some. The sale previously gave Xbox Live Gold and Xbox Game Pass Ultimate subscribers the benefit of an early access period, and while the main sale has ended, there are still a few hours to take advantage if you subscribe to Microsoft's Xbox services. If you're not a subscriber, you can still save--albeit not as much. 781b155fdc