The one I was using there started doing it after a firmware update (it was a gateway so I didn't have much tweaking ability), but sometimes it would just not be able to connect for an hour, and the connection breaking at all is of note anyway.
Right, I'll repeat what I said a few times already when issues of
"Always Online" popped up:
"We may not be at the level of technological sophistication of networks necessary for the introduction of such a system yet, but eventually we will be and it brings some interesting new opportunities that are worth to explore"
There. All I'm saying here about server-side activity, be it in single or multiplayer games is pure
"what if".
Besides, I believe that games should work both Online and Offline, even if only for archival purposes, however having the
option to be
"Always Online" brings a lot of benefits. Hell, background patching would be nice.
I'm in my bed, I don't know any better, I get up, I turn on my console first thing in the morning to Trophy Whore and
BAM! - I need to download a 2GB patch first (and patches are only going to get bigger and bigger as games themselves grow) - is that
not annoying? Wouldn't it be nice for the console to do that for me through the night without me having to check whether there's a new patch or not?
Again, I'm talking about it being
an option - there's no technical reason for the XBox
not to turn on when it's not connected to a Network, however I can see how certain games or the console's sub-systems should strongly
benefit from being connected to the Web at all times.
And I'm going to have to disagree. For a console, it is a terrible idea.
Internet access is not stable across the world, let alone the first world - even in relatively wealthy areas outages and downtime can be all too frequent. It's not that rare. I can't count all the times I've lost internet access while I was in the middle of a play session (or I decided to start a play session because I could no longer browse the internet). That's not to mention that connection problems don't always stem from the players themselves, as the SimCity server fiasco, or Diablo 3's launch, etc. demonstrated.
My argument lives in the mythical world where the Internet is perfect and an
"Always Online" scheme can benefit the player by means of exclusive content. It's theoretical, not practical at this point in time.
I don't want to be locked out out of a console I've spent several hundred dollars on just because Comcast or Microsoft messed up. That's not enriching the experience - that's needlessly punishing the consumer.
I consider
"Always Online" to be an option that you can opt to use rather than an established mechanism that you have to deal with. I put all the possible Network interactions that happen without the user's direct and intended input in the
"Always Online" basket, not the
(somewhat silly) concept of the console just refusing to work when it's not connected - that's not what I mean by
"Always Online".
Like I said, Smartphones can work in, say, Flight Mode - they're not connected to anything, most of the functionality is cut by proxy but hell, you can play Minesweeper... right? It's a castrated experience but an experience nonetheless.
For just games themselves, I think it varies. After all, MMOs are pretty much inherently always on. Still, I don't like the idea of forcing that into solitary game experiences (Sim-drone yet again). Personally, when it comes to multiplayer and singleplayer, I'm a bit like George Wallace - I'd rather them kept segregated. (See Bioshock 2; I liked the multiplayer mode, but I also appreciated the fact that I could experience the story on my own without others intruding and interrupting.) That's just me, though.
This is why I said that you should have the
option to play with other players within your
Singleplayer game, but an option that doesn't seem like going to a menu and clicking
"Multiplayer". Again, creating Instance-based maps is
not a difficult thing to do these days so every Singleplayer fan could do whatever he or she feels like with bots and the more sociable players could go straight into
"this exact same dungeon" and not interrupt the other player at all.
inb4ParallelDimensions