Requirement
- Titles that support joinable multiplayer must expose an in-game invite flow.
- Invites must use the XBOX network platform.
- A title may restrict who can send invites (for example, team captain only) as long as some in-game path to invite exists.
- Cross-network multiplayer sessions must still allow invitations to XBOX network users.
- Confirmation-of-destructive-action prompts are not required for accepting invites, since the platform initiates the join.
Test cases
124-01 Game Invitations
Setup:- Two XBOX profiles on separate devices, added as XBOX friends.
- Sign users A and B into their respective devices.
- Both users launch the title.
- User A creates a game session and locates the in-game invite option.
- User A sends a game invite to user B.
- User B accepts an invite from each of the following states, to join user A’s session:
- Anywhere from initial boot to the initial interactive state
- Main menu (if featured)
- Single-player gameplay (if featured)
- Multiplayer gameplay (if featured)
- Suspended on the main menu
- Suspended during single-player gameplay
- Constrained on the main menu
- Constrained during any gameplay
- Confirm both profiles are placed into the same game experience together after each invite.
- An in-game option lets players send invitations for joinable sessions.
- No confirmation-of-destructive-action prompt is required when accepting an invite in-game.
- If required DLC isn’t installed, the invite completes but the join is clearly messaged as blocked pending DLC.
- Only the host can send invitations if the host role is clearly identified.
- No in-game invitation flow exists for joinable sessions.
- The title provides multiplayer sessions on XBOX but no mode supports game invitations.
- Accepting an invite doesn’t place the player into the correct session.
- Missing DLC blocks the invite without any messaging to the player.
