Over the past 15 years, Xbox has become a common name in the video game industry. Despite the fierce competition and setbacks along the road, more than 100 million Xbox consoles have been sold to date, making them a vital pillar of Microsoft’s legacy.
The iconic neon green brand has kept many of our favorite franchises alive – Halo, Forza, and Gears of War, to name a few. These games wouldn’t have thrived if not for Xbox’s solid history for consistent consoles in the last many years. However, Xbox’s present popularity wasn’t created overnight.
We’re taking a deeper look at how Microsoft managed to bring out some classy (and few somewhat-clumsy) Xbox consoles to the market, and how they have evolved through the years.
Xbox: The beginning (2001)
Microsoft had previously concentrated most of its gaming efforts on the PC, where its Windows operating system had a stronghold on the market. The Redmond, Washington-based business perhaps came the closest to launching a gaming system when it created a special edition of Windows CE for the Sega Dreamcast that supported a particular DirectX API.
In November of 2001 though, Microsoft stormed into the video game industry when it unveiled the first iteration of the large, black-and-green Xbox in North America. It was the first significant gaming system produced by an American firm since the Atari Jaguar, retailing for $300. The Xbox debuted during the sixth console generation (characterized by games like Halo and Metroid Prime) and was the most powerful console of its time.
By selling over 24 million copies, the Xbox was able to surpass Nintendo’s popularity for a brief moment. In its initial sprint, the first Microsoft console also gave the PlayStation 2 a run for its money. But despite finishing second that generation and building the company’s name in the console market, it was sold at a loss and fell well short of the PS2, which sold over 155 million copies. The Xbox couldn’t fly in Japan despite significant attempts by Microsoft; according to some statistics, it only sold about 500,000 consoles. The Xbox became a sanctuary for more western games and first-person shooters, which were very uncommon on consoles, compared to the competition.
Microsoft’s unexpected blockbuster video game Halo propelled the platform to the forefront. The Xbox launch exclusive elevated the standard for first-person shooters on platforms when the company acquired developer Bungie. Due in part to the fact that it supported up to 16 players, it also became a popular favorite in neighborhood LAN parties: Over their Ethernet connections, four consoles with four associated controllers could sync up together. This made for some memorable ‘Halo nights’ that contributed to classic gaming culture.
Xbox 360: A faithful upgrade (2005)
On November 22, 2005, Microsoft launched their second console in North America, almost a year before the PlayStation 3 and Nintendo Wii.
At launch, there were two versions for the Xbox 360. Microsoft intended to create a less expensive model that hit a $300 price range, so it launched the Core model. The higher-end Pro Edition retailed for $400 and had a 20GB hard drive. This SKU didn’t have a hard drive, which confused several game designers who weren’t sure how to create games around this disjointed restriction. However, users could buy and attach an extra Xbox hard drive to the device.
Over the course of its existence, Microsoft’s second console far exceeded its first attempt and sold more than 84 million systems globally. However, it continued to do poorly in Japan, where estimates indicate that it sold about 1.5 million units. Despite that, the Xbox 360 still ranks as Microsoft’s top-selling system, and it even marginally beat its more advanced rival, the PlayStation 3, in terms of sales.
Maintaining the original’s reputation, the new Xbox 360 was a powerhouse with unmatched graphical capabilities at the time. The device had backwards compatibility with around half of the original Xbox library through software emulation. Later, the 360 gained popularity as a living room entertainment system. In addition to enabling users to stream material from nearby PCs over the network, it supported emerging streaming services like Netflix. It was compatible with CDs, DVDs, and the obsolete HD DVD protocol.
Although the Xbox 360 was a huge success for Microsoft, the first units were troubled by a problem known as the “Red Ring of Death,” which made a name for itself by showing a red LED ring on the console to indicate an overheating problem. It was such a widespread issue that it ultimately led to system destruction. Users ultimately devised absurd workarounds, such as roasting the console’s motherboard in ovens. This forced Microsoft to pay more than a billion dollars to add three additional years to the console’s warranty.
Notable mention – the Xbox 360 Controller
Compared to the original Duke controller, the Xbox 360 controller offered a noticeable upgrade. It used the same two offset analogue sticks and D-pad as the Xbox Controller S but lost two of the original controller’s face buttons (moving from six to four), replacing them with two bumpers. It was also somewhat smaller than the Xbox Controller S. The console could be turned on with the center guide button, which was a decent quality-of-life upgrade. The controller came in wired and wireless varieties, the latter of which gained popularity among PC gamers due to its USB connection.
Xbox 360 variants: Experimenting with success
Building on the success of the Xbox 360, Microsoft announced the $479 Xbox 360 Elite model on April 29, 2007. It had a bigger 120GB hard drive, in-built Wi-Fi, and an HDMI output.
On October 23, 2007, Microsoft announced the Xbox 360 Arcade for $280 to replace the Core models. The Arcade SKU lacked a hard drive, just like the Core units before it, however it did come with a 256MB memory card. Its addition of an HDMI connector was its most notable difference. Additionally, it altered the optical drive’s chrome finish to white.
Microsoft introduced the initial iteration of the Xbox 360 with substantial redesigns on June 14, 2010. With a 250GB hard drive, the $300 Xbox 360 S started with a sizable hard disc. As a result of its smaller, lighter construction and smaller power brick, it was also known as the thin model. It also had a glossier black finish and was more angular.
The Red Ring of Death heating problem was reduced in the S model by using a CPU and motherboard that required less power. As a result, it also operated more discreetly. The S had 802.11n Wi-Fi connectivity, two more USB ports, touch-sensitive power and eject buttons, and support for physical power and eject buttons.
Kinect: The future of gaming tech (2010)
On November 11, 2010, or almost five years after the introduction of the Xbox 360, Microsoft introduced its Kinect add-on for the console. The motion control gadget worked on a sophisticated sensor that allowed players to play games using their bodies rather than controllers and supported voice commands.
It was Microsoft’s first significant attempt into motion controls, even though it was a financial failure. The Kinect became the fastest-selling consumer electronics product, selling eight million copies in just 60 days, despite being released relatively late in the life of the platform. Over 24 million first-generation Kinects have now been sold by Microsoft, matching the number of first-generation Xbox consoles shipped.
Along with adapting newer tech, Microsoft revealed their latest 360 redesign in April 2013. The Xbox 360 E’s $250 launch price included a 250GB hard disc. Actually, compared to the S model that came before it, this one was a tiny bit smaller and quieter.
With the E model, physical power and eject buttons also made a reappearance. The design did, however, remove the S/PDIF and legacy AV connectors from the console, leaving users with only an HDMI visual connection. The 360 E model also included four USB ports, down from five on the 360 S model before it. This latest edition was to be the budget option for gamers who wouldn’t want to shell out $500 for the next big Xbox upgrade.
Xbox One: Smoother, faster, and future-ready (2013)
On November 22, 2013, Microsoft introduced its eighth generation of Xbox. The Xbox One was introduced at a price of $500, with the company marketing it as the ‘ultimate entertainment system’ and including a second-generation Kinect with every unit. A 1080p camera with a larger lens, better tracking precision, and heart-rate monitoring were the highlights of the updated Kinect. The Xbox One took the PlayStation 4 head on and was equally, if not more powerful.
Microsoft initially claimed that the Kinect was an essential component of the experience and mandated that it be plugged in at all times. Many players simply didn’t use the motion control tech and considered it unnecessary. Several users expressed privacy worries regarding the camera as well. So, on June 9, 2014, the firm launched a $400 Xbox One that did not include the sensor to be more competitive with Sony’s $400 PS4 system. Microsoft started offering the Kinect for $150 on its own.
Beginning in June 2015, the console provided software emulation for a variety of Xbox 360 titles. Microsoft said that the Xbox One would ultimately support original Xbox titles, during the 2017 E3 conference.
The Xbox One does away with the option to switch out the hard drive but still lets gamers add more capacity with external USB 3.0 devices. Along with CDs, DVDs, and Blu-ray discs, USB devices can also be used to playback media. The Xbox One supports Gigabit Ethernet, 802.11n, and Wi-Fi Direct for network access.
Despite its size, the system is quieter and operates cooler than Sony’s rival PlayStation 4. But unlike the Xbox 360 before it, it is constrained to a horizontal configuration due to the arrangement of its air vents.
Microsoft actively promoted the Xbox One’s multimedia features and included the option to record and broadcast games in an effort to capitalize on the popularity of the 360 as a multimedia device. A simplified version of Windows 8 that was based on the OS’ tile-based design language was running on the original Xbox One. At first, the user interface was heavily criticized for being confusing. Over the years, it had several improvements, including ‘Cortona’, Microsoft’s faithful AI voice.
Microsoft does not publicly disclose its Xbox One sales figures, however industry estimates place that amount at roughly 26 million as of January 2017. On August 2, 2016, Microsoft made the Xbox One S model available. The new console integrated the power supply unit into the chassis and was around 40% smaller than the older one.
The $500 MSRP Xbox One X released on November 7, 2017. The Xbox One X was being marketed by Microsoft as a 4K-capable console with six teraflops of speed that nevertheless used the same games and applications as Xbox One devices today.
Despite the Xbox One X’s higher-end specifications and UHD HDR-capable Blu-ray player being aimed at 4K fans, Microsoft claimed that the system would also be able to improve gaming for individuals who did not possess ultra-high-definition televisions.
Xbox One controllers: Creating a new standard
There were a few important upgrades that made the Xbox One controller’s layout essentially better than its predecessor. Microsoft updated the controller’s haptic feedback, added a gripping feel to the analogue sticks, and made minor ergonomic changes. Additionally, Menu and View buttons played the role of the Start and Back buttons. 2015 saw the addition of a 3.5mm headphone connector to the controller’s bottom in a more recent edition.
On October 27, 2015, Microsoft announced the Xbox One Elite Wireless Controller that retailed at $150. Convex sticks in the shape of domes and taller concave sticks were among the replaceable components of the high-end peripheral. The D-pad could also be replaced with a satellite-style controller that was created specifically for combat games. Additionally, the controller offered hair-trigger locks that let you reduce how far the left and right triggers travel. Four detachable paddles underneath the controller allowed players to remap any of the buttons.
Xbox Series S and X (2020)
The Series S and X came in with the promise of holding firm on Xbox’s past as well as preparing for the future. The consoles utilize the same GPU and CPU as the Xbox One and have updated controllers built on the foundation of the One’s controller layout. The addition of an SSD substantially reduced loading times, and the systems boast ray-tracing and spatial audio support. This further allows the ability to render games in high-dynamic-range (Auto HDR). There’s a support for HDMI 2.1 with variable refresh rate and low-latency modes too.
Games for the Xbox Series X are supposed to be rendered at a notional frame rate of 60 frames per second at 2160p (4K resolution). The much cheaper, digital-only Xbox Series S was innovated to run games at 1440p at 60 frames per second and also promised a support for 4K video scaling and ray tracing (for certain games).
Xbox Series X/S are backwards compatible with almost all Xbox One compatible games and peripherals (including Xbox 360 and original Xbox titles made backwards compatible with Xbox One); the more recent hardware improves game performance and graphics. Microsoft promoted a “soft” generational shift at launch by providing the “Smart Delivery” architecture. It enables publishers to release improved versions of Xbox One titles with Xbox Series X/S optimizations.
While Sony’s PS5 outsold the Series X|S by a huge margin, the latest Xbox consoles are now in a league of their own — the Xbox ecosystem.
The future of Xbox: Cloud Gaming, Game Pass, and more
Even while its short-term ambitions require easing the regulatory route of its Activision Blizzard merger, Microsoft is playing the long game.
It won’t matter if Xbox isn’t a successful hardware company or that the Xbox console shop is still a significant source of income in a future. The future of gaming is no longer mediated by hardware and instead lives via the cloud on mobile devices, AR and VR headsets, and other types of new devices and screens. The quantity of Game Pass memberships and the service’s availability across the widest range of gadgets and platforms will be what counts.
Microsoft stands to gain from being the technological cornerstone of how these games are played in the future, rather than merely playing the shop owner that collects the toll. The tech giant is eyeing the trend of free-to-play live service titles sweeping over the gaming industry. If the next Call of Duty, Fortnite, or Minecraft is a free-to-play game that exists in the company’s cloud, regardless of where it is played or whichever store blocks access to it, Microsoft wins. Correction: Xbox wins.