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Games for Windows – Live

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Games for Windows – Live

Games for Windows – Live or GFWL is a deprecated online gaming service used by Games for Windows–branded PC titles that originally enabled Windows PCs to connect to Microsoft's Live service. Users, each with a unique Gamertag (the Microsoft username service for gaming that began on Xbox Live), were able to play online, keep track of their friends' status, send and receive messages, gain and keep track of Achievements and associated Gamerscore, voice chat across platforms (removed in 2010), and more. Some games allowed for cross-platform play, such as Shadowrun, pitting Windows players against Xbox 360 players. The successor to Games for Windows – Live is the Xbox network, which allows players on a PC to use online functionality and play various Xbox games without having a console.

On March 14, 2007, Microsoft announced Games for Windows – Live through a press release on their website. The service intended to connect Games for Windows with existing Xbox Live features, including gamertags, achievements, and friend lists. GFWL would also provide new features, including cross-platform play between Windows Vista and Xbox 360 players. It was set to release on May 8, 2007, alongside its first game, Halo 2 for Windows Vista. The first game to utilize GFWL cross-platform play, Shadowrun, was set to release in June 2007.

On May 29, 2007, Games for Windows – Live officially released, alongside its first title, Shadowrun. Halo 2 for Windows Vista, which was intended to be the first GFWL game, was released on June 8, 2007 after significant delays. The game supports all the standard Live features (such as achievements, voice chat, messages, etc.), but does not offer cross-platform play with Xbox players.

Initially, Games for Windows – Live launched with its multiplayer features locked behind an Xbox LIVE Gold subscription, priced at $49.95. In 2008, Microsoft removed the paid tier from GFWL, making all Xbox Live multiplayer services free on PC.

The service was open to third-party developers, but they had to meet certain Technical Certification Requirements (TCRs), which included (but were not limited to): game ratings, total number of Gamerscore points, content, game profiles, and Live connectivity. Games for Windows – Live games also had to meet standard Games for Windows (games that do not have Live support) TCRs. The same developer support infrastructure as the Xbox 360 was also available. Assistance to developers was provided through the Microsoft XNA Developer Connection.

Sega, Eidos, and THQ signed on to include Games for Windows – Live in their upcoming games. Epic Games also included this service in their game engine Unreal Engine 3. Universe at War: Earth Assault from Sega and Lost Planet: Colonies Edition from Capcom include cross-platform play between Xbox 360 and Windows over Live.

On July 22, 2008, Microsoft's Chris Satchell, CTO of the company's Entertainment devices division, announced that Games For Windows – Live would be free to developers. Previously, select publishers and developers used the system and had to pay for it. Additionally, all Games For Windows – Live features became free for gamers, such as matchmaking and cross-platform play. Satchell added that the move was a "way to improve Windows gaming".

Microsoft reduced the technical requirements for developers looking to utilize Live such as removing playlist servers, and allowing studios to use the Microsoft matchmaking servers instead. The new Marketplace was made available for Games for Windows – Live on December 5, 2008. Microsoft also released the newly designed User Interface, on November 12, 2008.

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