zanzer7 wrote:Based on what I've learnt in this topic (mainly that you - as a developer - are free to implement online functionality whatever way you please), I don't think Microsoft "controls" cross-platform.
Honestly, anyone could write some DS-PC cross-platform netcode with Devkitpro.
I'm sure the same applies for 360 development - as long as you have access to input/output from/to TCP/UDP (all those slashes

), I don't see any way for Microsoft to hinder your cross-platformity, bar a contract (or a firmware update), of course.
Code must be signed to run (well, except for when exploits are found). This allows Microsoft to have complete control over everything. The developers have to abide to Microsoft's terms, or otherwise, they can't sell their game. And since Microsoft test all Title Updates and Marketplace downloads (and presumably shipping executables), getting past this is incredibly difficult without hiding the feature (which makes it useless for the consumer, as they won't know about it).
If anyone could run any code they liked on the console, Microsoft wouldn't have this grip over features and the pricing of aformentioned features, and cross platform would be as difficult as Windows-Mac-Linux crossplatformabilty (I just invented a word). However, this isn't the case, as unfortunate as it is.
Developers can implement online any way they like, but as has been shown with custom content for the 360, just because it's codable, doesn't mean it's necessarily allowed. The only cross platform games for the 360 are in fact first party Microsoft titles limited to Vista only (something I didn't realise before) with Games for Windows - Live Gold accounts required. Quite clearly, this is all a money game to Microsoft, and nothing to do with providing for the user.