Here’s another way to level the playing field with China, besides getting the country to stop manipulating its currency:
Get Microsoft to start selling Xbox 360 consoles in the country, pre-loaded with “Halo: Reach.”
In the six days after “Reach” launched last week, players spent 5,901 man years playing the game online, according to “Halo” creator Bungie.
That doesn’t include the millions of hours people spent playing the game’s campaign offline, and the hours (or days?) of reduced productivity at work the following mornings.
Bungie also reported yesterday that more than 70 million online “Reach” games have been played. The game’s online population surpassed that of “Halo 3,” beating its all time record of concurrent players by 65 percent.
Bungie’s stats were a sort of rebuttal to the Xbox Live weekly play report that showed “Call of Duty: Modern Warfare 2” still had more unique users on the service the week of Sept. 13-19, but “Reach” wasn’t available the full week.
Xbox’s Larry Hryb – who caused a kerfluffle when the numbers came out this week with an error – yesterday afternoon provided an update, saying that “Reach” was the top game on Xbox Live for the past seven days with nearly four times the unique users as “Halo 3” had the week of Sept. 13.
China banned the sale of the Xbox 360 and other consoles, fearing they will waste the minds of its youth, who instead are avid players of online PC games and gray market consoles.
But that’s not stopping Chinese computer giant Lenovo from developing an Xbox Kinect knock off called the eBox for its home market.
Maybe it’s time for Bungie to show the WTO how to set up a Banhammer anti-cheating system. One reason the hammer comes down: “Manipulating network conditions to give yourself an advantage, or to the detriment of the experience for other players.”