Note
Access to this page requires authorization. You can try signing in or changing directories.
Access to this page requires authorization. You can try changing directories.
Version 2.0, 9/1/2025
Publishers are permitted to use user-specific data from Xbox services, Xbox consoles and other platforms on the Xbox network with the following limitations:
Game progress, in-game items, and statistics
Titles can, at their discretion, sync game progress, virtual currency wallets and in-game items (including those unlocked with virtual currency) across gaming platforms and networks. As part of user progress, a title can provide holistic statistic values including unlock of achievements as long as those achievements do not require play using another platform.
Microsoft Store Managed Entitlements
Digital Content or paid downloadable content (DLC) (such as a map pack or any content that provides additional gameplay) which are sold in the Microsoft Store AND across other platform stores, may not be shared/roamed across gaming networks. However, for clarity and at the title's discretion, a bundle of in-game items (such as Virtual Currency or items unlocked with VC) that are sold through the Microsoft Store and are managed by the title, may be shared/roamed across gaming networks.
If you offer content for purchase on another platform, network or store, the following conditions apply:
Titles must
- offer the same or better for-sale content offers in the Microsoft Store to ensure that Xbox users are not disadvantaged (including but not limited to release timing, market coverage, features, content (such as bonus VC or bonus in-game benefits), language and localization, and physical token card offerings); and
- include a corresponding offer in Microsoft's Digital Content at Retail program (i.e., Code to Content) if digital codes are sold direct to consumers; and
Titles must not
- intentionally direct content purchases away from the Microsoft Store, or discourage purchases from the Microsoft Store (for example, through marketing, advertising, in-store products, or affinity programs); or
- offer such content for purchase in connection with products or experiences that do not have the same features and capabilities as the game for Xbox consoles (but, player progression and game data may be shared to such products or experiences - for example, "companion experiences").
Failure to comply with any of the conditions of this policy may result in consequences, including but not limited to rendering your product(s) ineligible for editorial placement, store marketing and promotions.
Cross-platform play
Titles can, at their discretion, enable synchronous or asynchronous cross-platform gameplay among Xbox network users on Xbox network enabled platforms.
Cross-network and companion application play
Titles can, at their discretion, enable synchronous or asynchronous cross-network gameplay among Xbox network users and users of non-Xbox gaming networks with the following restrictions on Xbox consoles:
- Games must visually identify Xbox network users when playing with off-network players.
- Games must provide a warning when users enter a game mode where cross-network players would be present.
- Cross-network communication must be restricted based on Xbox network safety settings as detailed in XR-015: Managing Player Communication and XR-045: Xbox network and Account Privileges.
- Titles must not require cross network play for all multiplayer game modes.
User-generated content
Beyond XR-018: User-Generated Content, the publisher is obligated to remove content and/or block a companion app user if the content or companion app user is deemed to infringe on IP or copyright or to violate the law, and/or is inappropriate for public consumption. For non-Xbox network users, content must be:
- Anonymous and curated by the partner; or
- Displayed using the publisher's central account name, if the content was created by a non-Xbox network user on a platform other than Xbox. This account name must be clearly differentiated from how a user's Xbox network account name would appear, to avoid confusion. If the publisher account is linked to an Xbox network account, the Xbox network account must be displayed together with the publisher account even if the content was created on another platform.
Xbox cross-network multiplayer implementation guidance
This document discusses technical considerations for games that plan to implement cross-network multiplayer experiences, supporting players from platforms beyond Xbox. It provides general guidance on game and user interface design and covers policies relevant to cross-network scenarios.
Compared to Xbox network multiplayer experiences, cross-network multiplayer experiences allow titles to include players from other gaming networks in multiplayer experiences. These players do not have an Xbox network identity and therefore require careful design considerations within a title. These considerations include technical aspects such as matchmaking and player representation see Multiplayer overview, player identity representation, or communication permissions between game networks.
Cross-network multiplayer
Cross-network multiplayer allows titles to create multiplayer experiences across the Xbox network and other gaming networks. These experiences have to be designed to protect Xbox network players: the title must honor Xbox network safety settings and players must be given the option to opt out of cross-network experiences.
To enable cross-network gameplay, a title has to manage additional player, session, and state information that is typically handled by Xbox services. This requires additional title services/servers.
At a minimum, titles need to be able to manage the following through a title service/server:
Cross-network session
A title service is needed to maintain the group of players across gaming networks that are playing together. Currently non-Xbox network identities cannot be directly added as members to an Xbox network multiplayer session.
Cross-network matchmaking service
A title service is needed to provide matchmaking across different gaming networks.
Cross-network invite service
A title service is needed to provide cross-network invites and/or join-in-progress.
In addition to these service requirements, a title must handle the following functionality to ensure safe gameplay experiences for all players:
Cross-network privilege validation
A title must validate privileges for cross-network play (privilege 185) before enabling any cross-network multiplayer mode. Without this privilege gameplay must be restricted to an Xbox network only experience.
Cross-network player identity
To uniquely identify all players within a title service, a unique player identity needs to be available for players across all multiplayer networks. A title can use account linking XR-013: Linking Microsoft Accounts with Publisher Accounts to link an Xbox network account to a title-specific identity that can be used across networks.
Unique player names
To identify all players in title UI, a unique player name must be available. All Xbox and cross network players need to be uniquely identifiable. Xbox network gamertags can be transmitted to players on other networks for the purpose of Xbox player identification during gameplay.
Communication privilege validation
A title that desires in-game voice or text chat for cross-network experiences must support this functionality through custom title servers/services. Xbox service APIs for communication with other networks are not available. However, cross-network communication privacy settings can be specified by Xbox network players and must be honored by cross-network experiences.
Premium virtual currency
A title that desires to support cross-network premium virtual currency must use a custom title service to track and maintain virtual currency balances for players. Note: limitations for this functionality apply. See Virtual currency and items for more information.
In addition to these unique requirements, all standard Xbox network multiplayer and communication requirements (such as privilege checks, parental controls, session management, and UI requirements) apply.
Cross-device multiplayer
In contrast to cross-network multiplayer, cross-device multiplayer is a multiplayer experience within the Xbox network but across multiple different devices. Typically, this is a multiplayer experience between an Xbox console title and an Xbox network-enabled Windows title. Although these experiences span different device types, they are Xbox network multiplayer experiences. Titles can choose to implement both cross-device and cross-network multiplayer at the same time.
Gameplay flow
Cross-network gameplay flow should be designed as an extension of a traditional Xbox network multiplayer flow.
The recommended flow is as follows:
Privilege validation
For all multiplayer and matchmaking flows, the title is responsible for validating multiplayer, cross-network play and communication privileges of the current user(s). The title also must validate cross-network communication privacy settings of the user and limit communication as indicated by the privacy setting.
Cross-network invite, join-in-progress or matchmaking
The title either provides functionality to invite, join or match into a new game. All options include non-Xbox players in gameplay. A custom title service must be used to support invites, join-in-progress or matchmaking across networks as needed.
Cross-network session
After a group of players across networks are identified, the title (or title service) maintains a cross-network player roster/gameplay session. This functionality has to be provided through a title service to support both Xbox network and non-Xbox network players in the same session.
Xbox network invites and join-in-progress
Gameplay sessions that have open slots and allow new players based on game design must be marked joinable and allow invites through the Xbox network. This is best achieved through the Multiplayer Activity (MPA) service using direct calls for creating Xbox network invites and setting player activity for Xbox network join-in-progress support.
Cross-network session clean-up and Xbox network Recent Players
After multiplayer gameplay is finished, gameplay sessions can be reused for further gameplay/matchmaking or discontinued. The correct activity state is set using MPA for any continuing flows. Titles are required to report information to populate the recent players lists of Xbox network players. This is achieved through direct MPA calls to reflect recent player activity for all Xbox network players. Recent player activity can also be updated during gameplay if appropriate.
The ability to block communication with a non-Xbox network user for future game sessions must be available in the title.
Invites, join-in-progress and recent player support can also be achieved through the Multiplayer Session Directory (MPSD) Service. However, this solution is not recommended due to additional complexity. Titles that use the MPSD have to mirror player state into MPSD sessions and also mirror existing cross-network sessions.
Player privileges
Similar to Xbox network multiplayer, a title must validate multiplayer and chat privileges for voice and text chat prior to cross-network multiplayer gameplay. In addition to these privileges, a title must validate the cross-network play privilege to enable cross-network functionality.
To preserve a safe experience, a title must always validate Xbox network account privileges and restrict players from multiplayer or other features as appropriate.
Session and matchmaking flow
Titles can enable cross-network gameplay as desired. This includes invites, join-in-progress and matchmaking flows.
Titles must provide Xbox network invite, join-in-progress and recent player support as applicable based on the flow:
Matchmaking/Session Browse
To enable cross-network matchmaking/session browse, a custom title service must be used.
Invites
The Xbox network invite system must be used to support out-of-game invites for Xbox network players. For in-game invites from/to non-Xbox network players a custom title service must be used.
Join-in-progress
For Xbox network users, player activity must be set to support join-in-progress scenarios. This enables out-of-game join-in-progress. For in-game join-in-progress from/to non-Xbox network players a custom title service can be used.
All of the above Xbox network functionality is best implemented using the Multiplayer Activity (MPA) service through direct calls. Titles must support invite and join-in-progress of the Xbox network as applicable by title flow. View the Xbox multiplayer requirements for more information.
In-game chat
Titles may choose to support in-title voice chat and/or text chat, both for Xbox network-only titles or cross-platform/cross-network titles.
Xbox network voice chat
Titles that support voice chat between Xbox network players have the option of using solutions provided by Microsoft, studio-proprietary implementations or third-party middleware solutions.
Regardless of which technology is leveraged to implement in-game chat, a title must ensure Xbox network privileges, privacy settings and mute lists are honored. Microsoft offers two options for the Xbox network:
Game Chat 2
- Handles Xbox network privileges and privacy settings automatically.
- Doesn't support cross-network or cross-platform scenarios.
- Handles Xbox network privileges and privacy settings automatically.
PlayFab Party
- Provides a simple model for applying privilege and privacy settings via the Xbox network Helper Library but does not handle them automatically.
- Supports cross-network and cross-platform scenarios.
Cross-network voice/text chat
A title that desires cross-network voice or text chat can support this functionality through Azure PlayFab Party APIs or through a custom solution by using a library/service/server that's provided by the title or middleware.
All functionality must honor privileges, the cross-network communication privacy settings, and mute lists for Xbox network users.
For a complete overview of the functionality offered by both Game Chat 2 and PlayFab Party, please refer to the Azure PlayFab Party overview and GameChat2 documentation pages.
Network connectivity
We encourage titles to follow our best practices for network security when implementing network connectivity for cross-network multiplayer experiences.
Xbox network connectivity
Similar to Xbox network multiplayer, client connectivity to Xbox services is required for cross-network multiplayer experiences. If connectivity is not available and service calls fail, a title must show a connectivity error for Xbox services. However, a title can be tolerant to service interruptions for a specific time.
The recommended approach is to allow a player to finish the game round within a timeout window. The title should retry failed Xbox service calls during this period and fail after it.
Security requirements
To protect Xbox services and device integrity, titles should harden and test protocols and parsers for all title communication.
For more information on console network security best practices read Best Practices for Securing Game CommunicationAuthorization required
Cross-network game features
In addition to basic cross-network multiplayer functionality, titles have other features that can be impacted by cross-network players. Titles must take care to provide the correct behavior in gameplay modes with cross-network players.
User account privileges
Account privileges for Xbox network players must be handled correctly when in cross-network multiplayer experiences. A title needs to validate all privileges that are needed for the experience and act on them accordingly. Refer to XR-045 Xbox network and Account Privileges and Client-side use of Xbox services user privileges.
Relevant privileges include:
Multiplayer privilege (254)
Used to validate access to multiplayer functionality. Titles must gate multiplayer functionality behind this privilege.
Cross-network play (185)
Used to validate access to cross-network multiplayer functionality. Titles must gate cross-network functionality behind this privilege.
Communications privilege (252)
Privilege for voice and text communication. Titles must restrict communication (voice,text and multiplayer invites) based on this privilege.
User generated content (UGC) privilege (247)
Titles must restrict UGC access (browse and creation) based on this privilege.
More privileges may be applicable for a title depending on title features. For questions about privileges, reach out to your Microsoft contacts.
Player communication blocking/reporting
Titles must adhere to communication block lists between Xbox network players. A title can query permissions for different actions with another Xbox network player through check_permission_with_target_user. Xbox network players can block other Xbox network players through platform UI and a block list (and permissions) stored on the Xbox network.
For cross-network communication a title must adhere to the cross-network communication privacy permissions (communicateUsingVoice with crossNetworkUser/crossNetworkFriend). These permissions indicate if the user allows cross-network communication, restricted communication to friends only, or blocks all cross-network communication.
Code Example:
std::vector<string_t> userList;
userList.push_back(L"crossNetworkUser");
userList.push_back(L"crossNetworkFriend");
std::vector<string_t> permissionList;
permissionList.push_back(L"communicateUsingVoice");
auto checkCrossCommunicationTask = liveContext->privacy_service().check_multiple_permissions_with_multiple_target_users(
permissionList,
userList);
create_task(checkCrossCommunicationTask)
.then([this](xbox_live_result<std::vector<multiple_permissions_check_result>> permResult)
{
if (!permResult.err())
{
auto& permissionResults = permResult.payload();
if (permissionResults[0].items()[0].is_allowed())
{
// enable cross-network voice communication for all
}
else
{
if (permissionResults[1].items()[0].is_allowed())
{
// enable cross-network voice communication for friends only
}
else
{
// disable cross-network voice communication for all
}
}
}
else
{
// handle error
}
});
crossNetworkUser and crossNetworkFriend permissions are only supported by batched calls through the check_multiple_permissions_with_multiple_target_users API or by performing POST requests to the Xbox privacy service (for service-to-service validation). Using these permissions with check_permission_with_target_user will result in an error.
A title is required to handle the communication restrictions correctly based on the title context of friend relationship:
Title friend list
If the title only uses title-specific friend lists (that are not related to a specific network), then these friend relationships must be used to determine friend status between an Xbox network player and non-Xbox network player.
Non-Xbox network friend list
If the title uses the friend list of another network, this list must be used to determine the friend relationship between an Xbox network player and non-Xbox network player.
No friend concept
If the title does not support a friend concept for cross-network users, then cross-network communication that is restricted to friends must be interpreted as a blocked communication restriction.
In addition to these requirements it is best practice to provide per-player communication block functionality for non-Xbox network users.
Cross-network block lists can be maintained in one of the following ways:
Connected Storage
The cross-network block list is saved as part of a save game/settings for the player. It is acceptable for the block list to be deleted when a player deletes local save game content.
Title Managed Storage (TMS)
The cross-network block list is stored in TMS. This prevents players from accidentally removing the block list when local content is deleted.
Custom Title Service
A custom title service, such as a title's cross-network matchmaking service, can also be used to store the block list.
Block functionality may vary for titles such as MMOs. If you have additional questions about your specific block list scenario, please reach out to your Microsoft contacts.
Downloadable content
In most titles, additional content (permanent or consumable DLC) is available. Content use is restricted for cross-network experiences, and title configuration and matchmaking should filter on these restrictions:
Xbox network DLC content only
For cross-network experiences, permanent (traditional DLC) content acquired outside of the Xbox network marketplace may not be extended to Xbox network users. Cross-network content can only be used if all Xbox network users and non-Xbox network users own the same set of content (for example, an identical map pack).
Exclusive content
Exclusive (network-specific) content may be shared with other multiplayer networks after review with your Microsoft contacts.
Free content (if available in all multiplayer networks) can be used across networks as long as all players have access to the content.
Virtual currency and items
It is possible to include a single, unified virtual currency wallet across the Xbox network and other networks. Items purchased through virtual currency can also be shared in the same way.
A secure title service and account linking is needed to support a unified wallet and inventory across networks.
Durable content exception
Durable content (e.g. map packs) that is entitled through the Microsoft Store may not be shared across networks. Players must purchase durable content in the Microsoft Store to gain access to the associated functionality.
Titles must only enable purchases from the Microsoft Store on platforms where it is available. Marketplace flows may not be designed to steer players towards another store on other platforms.
Achievements
Multiplayer titles generally provide achievements for activities and need to consider cross-network gameplay in the following ways:
Cross-network achievement progression allowed
Cross-network multiplayer experiences do not need to be treated differently from Xbox network exclusive experiences for achievement progress. Gameplay actions (e.g. games won or other players defeated) within cross-network gameplay can be counted against the achievement as if they occurred in Xbox network multiplayer experiences.
No exclusive cross-network achievements
Titles must not provide exclusive achievements for cross-network multiplayer experiences. All multiplayer achievements must also only be obtainable within the Xbox network.
To preserve achievement integrity and quality, titles should protect against cheating and achievement boosting for cross-network multiplayer experiences.
Player progress
For titles that use account linking across networks and provide a unique title player identity across networks, it is possible to share player progress across networks.
Titles that track achievement progress on a title service can also share achievement progress across networks as long as achievements do not require play using another platform.
Game DVR/broadcasting
Game DVR is available to players for recording gameplay (including cross-network gameplay) and capturing screenshots on Xbox consoles and Windows devices. Titles must ensure that recordings do not include any offensive strings (chat, UGC, or player identifiers) due to cross-network interactions. The same applies to game broadcasting through services or in-game functionality.
Leaderboards
The Xbox network stats and leaderboard service only provides leaderboards for Xbox network players, but titles may provide more complex leaderboards through their own services. For these leaderboards, special care must be taken to provide a consistent experience for Xbox network players.
Titles should ensure that merged cross-network is only displayed if cross-network gameplay is enabled by the player. Internally, a title service can create different leaderboards for each multiplayer network as well as merged leaderboards as long as only the correct leaderboards are displayed to an Xbox network player.
Titles and title services must ensure that the correct and current player identity is displayed for Xbox network players. Player information may only be cached for up to 4 hours to avoid stale information.
User interface requirements
To preserve a coherent player experience for cross-network gameplay, titles are required to adhere to a set of user interface requirements for these gameplay scenarios. The following requirements and examples outline the most common UI scenarios.
Cross-network player representation
For Xbox network players, titles use the gamertag as a player identifier across all experiences. It is unique to other players but can be changed. It also adheres to well-defined string size and character limits. The same does not apply when merging Xbox network gamertags with player identifiers from other multiplayer networks.
To avoid player confusion and ensure a coherent experience across all titles, the following requirements exist for displaying cross-network players:
Title/publisher identifier
A title that has a unique title/publisher identifier can use this to identify a player. However, the Xbox network gamertag must always be visible and accessible for Xbox network players. For any player that has an Xbox network identity linked to a title/publisher identifier, the gamertag must be displayed on all Xbox network-enabled title versions, regardless of the platform the remote player is currently on.
Visually distinguishable Xbox network players
Xbox network players have to be visually distinguishable from players on other networks. This can be done by providing a unique color and/or icon for an Xbox network player. The recommended approach is to use the gamerpic of the player and highlight the gamertag in a unique color.
Approved network identifiers
Titles must identify the multiplayer network of a non-Xbox network player only through approved network identifiers or generic platform identifiers. Titles can also choose to use a single, generic identifier for all non-Xbox network players.
Unique player identifiers
The name of players in cross-network experiences all need to be uniquely identifiable. All Xbox network players must be represented by gamertag. Players from other networks should be identified through the equivalent user identifier. In case of name collisions, postfixes such as "PlayerName (2)" should be used for non-Xbox network players.
Cross-network friend lists
To avoid player confusion and ensure a coherent experience across all titles, the following requirements exist for displaying social relationship (friend) information for Xbox network/non-Xbox network players:
Xbox network friend list
Titles can display an in-game Xbox network friends list. This list must be obtained from the Xbox services and may not be cached on title servers.
Title/publisher social relationships
A title can display title/publisher social relationships in in-game UI. If visible in-game, then this relationship must be clearly identified as that of a publisher or as an Xbox network player identity. Players must be able to distinguish between publisher and Xbox network identity even if the name string is identical.
Non-Xbox network social relationship
A title can display the social relationship of an Xbox network player's non-Xbox network identity with that of a non-Xbox network player. This relationship indication must be clearly identifiable as a non-Xbox player identity. Players must be able to distinguish between non-Xbox network and Xbox network identity even if the name string is identical. Players must be able to distinguish between Xbox network and non-Xbox network friend status.
Titles are strongly encouraged to include in-game UI to make it simple to add players to the Xbox network friend list from the title/publisher/non-Xbox network friend list (and vice versa). Titles can obtain the friend list on the client to identify players that are not yet in the Xbox network friend list and use ShowAddRemoveFriendAsync to support a quick way to add friends through the Xbox network.
Implementation Examples
Xbox Network Cross-Network Multiplayer Implementation Example: Multiplayer Game
Xbox Network Cross-Network Multiplayer Implementation Example: MMO