XboxLiveDevelopment


Some clarification please...


Within the Creators program.
Weve sucessfully added Xbox live as optional functionality, tested, all works etc. Our apps DO NOT require Xbox functionality to operate fully. Given the restrictions on Creators Xbox functionality IF (and only IF) a person really wants to see leaderboards
they need an Xbox acct. If they have no interest in leaderboards they simply dont need yet another online account.
MS testers are failing the apps because apparently the app MUST
· Create at least one active user and sign the user into Xbox.
· Display the user’s Xbox gamertag as the primary display and profile name.
Firstly a substantial MAJORITY of casual game users HAVE NO INTEREST WHATSOEVER in having Xbox live accounts.(We know this from the number of Android users that dont bother with logging in via GP). Secondly, those that have an interest in Xbox Live
accounts will undoubtly already have such a thing. Forcing apps to create accounts/users is entirely inappropriate.
Our apps will attempt to silently sign in users. That may/maynot work. If it does not work (e.g. first usage of app where permissions are required) a user simply needs to choose to log in IF AND ONLY IF that is something they want to do.
The reports then go on to say that: "that the gameplay should be blocked until signing the user into Xbox Live services."
This is utter crap.
Clearly whoever thought this up has zero undertanding of the real world. For example, if your device has no internet connection it is not possible to sign into Xbox. The above means that we are supposed to BLOCK all app functionality despite the fact that
every part of the app (apart from displaying a leaderboard - which is disabled) will function 100%. This is simply stupid.
Can anyone clarify exactly what either of the statements
· Create at least one active user and sign the user into Xbox.
· Display the user’s Xbox gamertag as the primary display and profile name.
means in the real world. How is displaying a single text string as the apps primary display even remotely sensible?. What exactly is the primary display supposed to show when its not possible to log into Xbox...etc
Are MS really saying that if you dont have an internet connection then all Xbox apps are banned from working?,
To say the whole Creators program is frustrating is the understatement of the month...
Good discussion, and we'll work on making our docs and cert requirements more clear. I'm going to lock this thread now. 
Looks like this is the requirements for Xbox One games for Creators Program - https://msdn.microsoft.com/en-us/library/windows/apps/dn764944.aspx?f=255&MSPPError=-2147217396#pol_10_13
If an Xbox One user doesn't have a Xbox Live account, they're not going to get very far. :\
Jim Perry - XNA MVP | My posts are not official info |
My Blog
Does anyone have Sample code for that "XBOX LIVE GREY GAMERTAG" 'BUTTON' usually in upper right of loading screen ????
I Agree with bbjbbj, why have XBOX Live Functionality 'Required' - Dumb Rule.
http://games.archor.com
Here you go - https://docs.microsoft.com/en-us/windows/uwp/xbox-live/
Jim Perry - XNA MVP | My posts are not official info |
My Blog
Simply refering us to the online docs is not very helpful. Unsurprisingly we are well aware of them + are clearly using them to get as far as a mostly successful implementation, including testing etc.
"If an Xbox One user doesn't have a Xbox Live account, they're not going to get very far. :\"
Agreed, however if a user is playing a game on a PC or a PHONE they quite possibly have NO INTEREST in Xbox One and its very specific usage requirements. A PC or PHONE user can perform a vast amount without any Xbox Live account - e.g. use the device forever
without such a thing.
Please can someone explain what MS intend apps to do when:
i) You switch off device wifi/connectivity etc e.g. on a plane because its mandatory
ii) Run an app containing OPTIONAL Xbox functionality
Because right now the testers seem to think you have to explictly BLOCK the game from running - how on any level is that sensible?
"Simply refering us to the online docs is not very helpful."
You must not know who I was replying to. :\ The docs completely answer the question. Copying the text from the docs here would be exactly the same, but waste time.
Agreed, however if a user is playing a game on a PC or a PHONE they quite possibly have NO INTEREST in Xbox One and its very specific usage requirements. A PC or PHONE user can perform a vast amount without any Xbox Live account - e.g. use the device forever
without such a thing."
It's not about Xbox One, it's about Xbox Live, which runs on all MS platforms. You don't have to include it in your non-Xbox One game. If you do, your game has to play by the rules. It's not really that hard to do.
If the device doesn't have internet, it just won't display anything. The user should still be able to play it.Jim Perry - XNA MVP | My posts are not official info |
My Blog
Clearly the docs dont "completely answer the question" otherwise we wouldnt have spent the time asking the questions in the first place.
Just because Xbox Live 'runs' on all MS platforms does not mean everyone that wants to have Live accounts. There are 1000s of apps that run on all MS platforms, this does not mean everyone wants to use those apps.
We cant reasonably FORCE users of PCs/phones to have Xbox Live accounts. If they dont have any account, dont want one + are happy missing out on whatever OPTIONAL Live functionality a particualr app contains thats rather upto the individual.
The testers are explictly stating that "gameplay should be blocked until signing the user into Xbox Live services". Where exactly in your referenced documents does it state that?
Can a Creators Collection game support Xbox Live on Xbox One, but not on Windows 10? To clarify, I know it is *possible* - I am wondering whether including Live functionality only on Xbox One would exclude a game from the Creators Collection.
We happen to be the other way around. We have little interest in Xbox One gaming at this time - generally wrong demographic - to the extent that we dont even test on that platform + dont select it as a supported family via the Dev Centre....
All we really want to do is have high scores/leaderboards in some of our games. 
bbjbbj - I think you are out of luck, there. While I also don't like that you have to require Xbox Live if you support it, it is an Xbox
Live requirement and not an Xbox console requirement.
"Where exactly in your referenced documents does it state that?"
Here:
10.13.5
Games that use Xbox Live must:
Establish at least one active user and sign the user in to Xbox Live.
Display the user’s Xbox gamertag as their primary display and profile name.
I don't get why this is such a big deal. It doesn't cost anything to have an Xbox Live account.Jim Perry - XNA MVP | My posts are not official info |
My Blog
All we really want to do is have high scores/leaderboards in some of our games.
If you want Xbox Live leaderboards, that requires Xbox Live, not Xbox One. You're free to implement your own leaderboards/high scores. Maybe look into GameSparks.Jim Perry - XNA MVP | My posts are not official info |
My Blog
Neither of the above say anything about "gameplay should be blocked until signing the user into Xbox Live services".
As for:
"I don't get why this is such a big deal. It doesn't cost anything to have an Xbox Live account."
In monetary costs perhaps, the major issue is the majority of std PC/Phone users wont even know anything about having such a thing + dont want one just to play some casual games. Forcing things like online accounts on people is a sure fire way of really
pissing them off.
Surely the whole point of Xbox Live leaderboards is for developers to use them. Why do we have to re-invent the wheel ?
The page at
https://docs.microsoft.com/en-us/windows/uwp/xbox-live/using-xbox-live/auth/authentication-for-uwp-projects
States:
Create an XboxLiveUser object to represent the userSign-in silently to Xbox Live at startupAttempt to sign-in with UX if requiredCreate an Xbox Live context based on the interacting userUse the Xbox Live context to access Xbox Live servicesWhen the game exits or the user signs-out, release the XboxLiveUser object and XboxLiveContext object by setting them to null
It does not say anything about it being MANDATORY to have Xbox Live accounts to use an app.
It does not say anything about FORCIBLY blocking an app from continuing until sucessful login.
Item 3 very specifically says "if required" and not IT IS MANDATORY if the silent sign in fails. Clearly some apps will require it - as they wont work without an account, other apps simply dont need an account to work.
Analogy:
You buy a car. It has an optional feature that allows the garage to send you service info. Unsurprisingly to be able to send the info you need an account with the garage. However you have no interest whatsoever in that garage sending you service info - e.g.
you are a mechanic + can service your own car. Applying the Xbox Live model, the car will have to refuse point blank to allow you to drive it anywhere until you sucessfully sign up for garage service info.
If you attempted to force this on people you would simply be ridiculed (+ probably sued).
It does not say anything about it being MANDATORY to have Xbox Live accounts to use an app.
It does not say anything about FORCIBLY blocking an app from continuing until sucessful login.
That's because that page isn't requirements, it's a tutorial. :\
I posted the requirement. It's their system, they can make up whatever rules they want. You don't have to use the functionality if you don't want to follow their rules.
Analogy:
You buy a car. It has an optional feature that allows the garage to send you service info. Unsurprisingly to be able to send the info you need an account with the garage. However you have no interest whatsoever in that garage sending you service info - e.g.
you are a mechanic + can service your own car. Applying the Xbox Live model, the car will have to refuse point blank to allow you to drive it anywhere until you sucessfully sign up for garage service info.
Your analogy is flawed. It should start - "You want to build a car that uses a company's service info functionality." You are the car maker, not the buyer.
Jim Perry - XNA MVP | My posts are not official info |
My Blog
So where are the list of rules that apps have to obey....
How are we supposed to guess what the arbitrary rules are if they are not documented on pages such as those referenced as 'guides'.
I posted the page with the rules in my first reply.
Jim Perry - XNA MVP | My posts are not official info |
My Blog
Exactly
And precisely ZERO of those rules say anything about
i) apps blocking any functionality if a user either chooses or is unable to login to Xbox Live at the time they run the app.
ii) being mandatory for customers have to have any account
The first bullet of 10.13.5 covers it. Jim Perry - XNA MVP | My posts are not official info |
My Blog
Seriously:
"Establish at least one active user and sign the user in to Xbox Live."
also means block all app functionality if a customer cannot/does not sign in.... etc
We give up.
Its clearly a totally inappropriate API for casual games on PCs/phones to use.
Never mind we can re-invent the wheel + not bother with this total nonsense....+ actually provide what real world customers want
And yet there are already a lot of games out there that are doing it. Imagine that.Jim Perry - XNA MVP | My posts are not official info |
My Blog
Good discussion, and we'll work on making our docs and cert requirements more clear. I'm going to lock this thread now.

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