A Day in the Life of 1 vs. 100
You've played every session of the 1 vs. 100 beta...except one. While meeting the brains behind Live’s hit game show, we were there to document the episode you never saw.
“Well, well, well! I must have left the back door open,” announces Chris Cashman, host of 1 vs. 100. “I should have known you’d let yourself in!”
It’s five minutes before 7:00 on a Friday night, and Cashman is in his vocal booth at Microsoft Studios in Redmond, Washington, kicking off another beta edition of the Xbox 360’s only live game show. He’s surrounded by a small HDTV running the game, a schedule of upcoming events to plug, and, on a nearby shelf, a bobblehead of himself. “And if my measurements are correct — let me check the star charts — it’s August 14…”

But Cashman doesn’t know that the stars have aligned against him. As he breezily improvises the preamble to the game show that pits one lucky gamer against 100 others in a trivia showdown with real prizes at stake, the show’s producer, Oren Stambouli, patiently watches the clock from the other side of the glass. As Stambouli counts backward from 10, Cashman paces himself to end his sentence a beat before the theme music begins. Just like this morning’s live show for the UK audience, another episode of 1 vs. 100 is underway.
Except it’s not. Instead of the digital Sprint Theater, the seven-person crew looks up at the large overhead monitor to see a real-time nightmare. A mysterious new network error, G012, abruptly sends the game back to the 360 dashboard. The game didn’t launch. They try again; same thing.

For the first time in its amazingly smooth three-month public beta period, the live edition of 1 vs. 100 suddenly and very publicly drops dead.
Six Hours Earlier
“What makes me care when I’m watching a game show?” Manuel Bronstein asks the question in the huge atrium of Microsoft’s newly constructed Studio A. Fit, relaxed, and armed with a thick Venezuelan accent, 1 vs. 100’s director of Xbox Live Primetime has spent a fair amount of energy figuring out what makes game shows tick. “We realized that empathy with the contestant was super-critical. We had to have that level of emotion — we have to have an Avatar in there, we need to bring in a live host. And, of course, the risk/reward proposition of prizes. The question ‘Do you want the money or the Mob?’ doesn’t make any sense if there’s nothing at stake.”

Early on, very little was: a massively multiplayer Xbox Live game show was just another ambitious idea from the Xbox Incubation Team. “I wrote the pitch in late 2007 and sent it to my management, including Marc Whitten and John Schappert,” recalls Bronstein. “They saw that and said, ‘Yeah, make it happen.’ The rest of the company said I was crazy.” By March 2008, Bronstein and his growing team met with experienced TV production companies, including Freemantle Media (The Price Is Right) and 19 Entertainment (American Idol), but found a good fit with Deal or No Deal and Big Brother producer Endemol. “1 vs. 100 really stuck with us because it portrayed the social nature of what we wanted to build,” says Bronstein. “It brought the multiplayer component to life in a meaningful way.” Whereas most game shows feature three to five contestants, every round of 1 vs. 100 features (wait for it) 101 actively engaged players. “We have roughly 10 to 15 rounds every two hours, so that means 1,500 people get to be in the Mob on any given night,” says Bronstein. “Multiply that by two nights a week and 13 weeks, and roughly 40,000 people get to be in the Mob. That’s a good number.” Better still, everyone in the crowd gets to play along, too.

Now all Bronstein’s team had to do was build the thing. “It’s the first time that something like this has been done,” he explains. “We didn’t know what it meant to produce a show on a weekly basis; we didn’t know what it meant to keep 100,000 people engaged. A lot of people smarter than me on the technical side said, ‘Look, if you’re having 100,000 people pressing a button at the same time, you’re creating a denial-of-service attack on the servers…and you don’t want to do that.’ And I said, ‘Yeah, but that’s exactly what I need to do!’ But they stuck with me and said, ‘Okay, you’re not that insane, we’ll make it work.’ And we found a way.
“Based on the results from the beta, I think we’ve achieved a lot of the things we were hoping for,” he continues. “We still have our hiccups, but we’re learning and adapting every week as much as we can.”
One Past Seven
“We’ve been rock-solid for weeks and weeks and weeks…” says Rick Senechal, audio lead at Microsoft Studios. He’s just given us a tour of the facilities — fiberoptic cabling, 400 terabytes of storage, the nerve center of nearly every Microsoft broadcast project — but now he’s at his 32-channel mixing console, looking for answers like everyone else. An hour ago, live broadcast vet Dave Parker jokingly called himself the “engineer in waiting — waiting for something to go wrong.” Now that it has, he’s darted off to investigate, while associate producer Adam Potratz and game operations producer Evan Brandt immediately contact Microsoft’s internal tech-support team. But we’re all still staring at the NXE.

Meanwhile, Cashman stays in his booth to crack wise. “Don’t make me look stupid in front of my new friends, Oren…” he teases through a clenched smile.
After a few more minutes, comments start flowing into the 1 vs. 100 forum on Xbox.com; the team sends out a Twitter message to fans, letting them know the glitch is under investigation. The crew’s determined that it’s not a problem with the show tools, but that means they have no power to fix it. Amazingly, no one is panicking, but if any tension formed, Cashman would break it. “Is this the beginning of the robot takeover?” he asks. Meanwhile, Stambouli has a radical plan. “Okay,” he says pointedly. “You’re going to be Jen Taylor, you’re going to be the One, and everybody else, you’re the Mob!”

Brandt looks up from his flame-red laptop with a suggestion from the techie brain trust: Reboot the 360. Everyone secretly hopes it’s that easy. Unfortunately, it isn’t.
Five Hours Earlier
If it happens in 1 vs. 100, it’s probably been approved by Jo Clowes. She’s overseeing another “sprint review” progress report, this time from the user-interface strike team. Four team members — game designer Brett Johnson, creative lead Matt Van Gorder, technical artist Colin Riley, and associate producer Michael Siebert — present director of development Clowes and executive producer Holly Hirzel with animations and test footage of their latest developments. Some of what’s being proposed is simple tweaks, like showing the studio set from fresh camera angles; other topics discussed represent significant changes to how you’ll interact with the game and vice versa. Unfortunately, all of it’s classified until 1 vs. 100 is out of beta.

Following the increasingly popular “Scrum” method of software development, Clowes oversees about 60 people working across eight independent teams, and usually gets sprint reviews about every two weeks. The upshot: clearly defined goals, trackable progress, and no long, boring meetings for anyone. Realistically, there would be no other way for a project the size and scope of 1 vs. 100 to smoothly evolve.
The Clock Strikes 12
“Okay,” says Stambouli, turning from his laptop to address the room. “Who knows how to pray?”

It’s 7:12 p.m., and the drips of information now turn into a drizzle. There’s a belief that the G012 error is not system-wide; the team suspects roughly 1,000 gamers have made it into the game and are stranded but playing. If that’s the case, figures Stambouli, then Chris can record a looping message and broadcast it to them — which he does, in one take. “We’ll be with you as soon as possible…live,” Cashman tells the invisible audience. “You have my word, as a gentleman.” Along with Tara Brannigan, Potratz updates the fans again; they’re disappointed but happy to hear some news.

If the problem can be fixed, the show can simply go on late with some apologies, but it could be the software, the server, or someone simply kicking a plug out of its socket — no one knows anything for sure: Except Stambouli: “At least we’re getting Saturday off.”
Technically, Four Days Ago
“What’s the common name for the skin bumps people can get when they’re scared?” asks Dave Bagley. “Goose bumps…duck bumps… crow bumps.”

The writing team usually reviews potential questions on Mondays, but they’ve gathered today so we can spy on them. And they’re an interesting mix — editorial manager Bagley was an editor for Microsoft’s encyclopedia, Encarta; Riley Newton wrote for Hollywood Squares while doing standup in L.A.; sketch comedy writer Andy Wood paired with Riley to win a pub quiz championship; Ken Smith is a Canadian ex–game journalist with a theater degree. Adam Potratz and Evan Brandt sit in; they work with this team, too.
The writing review process is charmingly simple: Over the course of the week, the team comes up with several hundred questions (none of which can exceed 80 characters) and submits them to Dave, who compiles them in Excel and reads them aloud like a host would. If anyone in the room spots a spelling error or comes up with a better joke, they just call it out and Bagley edits accordingly.

“Crow bumps,” says Bagley. “I was going to say ‘my humps,’ but no.” Newton suggests “baby bumps” as an alternative, to the approval of the room. “And that could be something that would get you scared…” adds Wood.
Each question is ranked from Very Easy to Very Hard, but we don’t see any of the top tier — “They’re kept under lock and key,” says Bagley mysteriously. (Clowes sheepishly admits that she often gets stuck beyond Easy.) The game randomly chooses questions from pools of each difficulty, but if a certain number of questions go by without significant numbers of players being knocked out, the game reaches for a weapons-grade stumper.
Half Past Seven
“Have you guys tried opening the front of the console and blowing on it?” asks Chris Cashman. “Because that worked with my old game system as a kid.”
Cashman has already recorded an updated message for the orphaned players, so he poses for some fun photos in the server room with a wrench and screwdriver, as if he’s fixing things himself. Before long it’s joined by Chris’ fictional visit to the basement with a hammer and flashlight, complete with echo-laden voiceover.

All the while, Potratz and Brandt keep Stambouli up-to-date on the latest news. It appears to be a database error: two computers couldn’t talk to each other due to a corrupted digital key. Can they simply create a new key on the spot? The Microsoft tech brigade doesn’t think so. “Major Nelson would never put up with this,” grumbles Cashman jokingly. “He’d already be in the chopper.”
Two Hours Earlier
Dressed casually in a peace-sign T-shirt and jeans, Oren Stambouli looks relaxed in the studio’s green room just hours before showtime. He’s more than just a gamer; he’s a Venezuelan business-school refugee (“I hated it”) and a documentary filmmaker, his television résumé rich with production gigs for Nickelodeon and MTV. But as he watched viewing habits and advertising trends shift in the world of broadcast, “I knew that television was going to change,” he says. “I don’t think television is going to die, but I do think it’s already shifting in different ways.” When Microsoft came calling with an interactive idea that had never been attempted, he was hooked. “By the time I did my last interview, I said, ‘I want that job.’”

That job has involved a lot of creative solutions and learning as the team goes. “We’re evolving practically every day,” he says proudly. “And every night, we co-create the show with the audience.” The player feedback, the shoutouts, the phone calls to gamers in their homes — they’re all elements that developed naturally, but that immediacy is what makes Stambouli the most proud. “When we ask the audience a bonus question, we immediately get 2,000 emails within five minutes,” he says. “It’s that connection that I think is great.”
But what would happen if that connection were severed? What if the studio loses power, or Chris gets hit by a bus? “The show must go on,” says Stambouli simply. “There’s always something you can do. If Chris can’t show up, we have some prerecorded things for emergencies. If not…‘Hey, who here knows how to speak? Go in the booth.’ Or maybe we just don’t run a host. But so far…” He leans over the coffee table and superstitiously knocks on wood.

“We’re not perfect,” he admits. “And the players know it, and when we acknowledge it, they appreciate it. We’ve made mistakes in the past, and we told them, ‘Hey, this is new, this is beta — you are helping us create this thing.’ And that’s what I like about it, the co-creation. It’s me and Chris and the people in the control room and the people at home, creating a new show every night.”
Time of Death
By 7:50 p.m., the mysterious G012 error has been deciphered, and it’s fatal. Brandt says there’s no way at this point to reconnect to the database; tonight’s live show is, for the first time ever, cancelled. It’s also become clear that no one was ever able to get into the session in the first place; Cashman’s looped jokes were heard by no one, but his funny photos in the basement are a hit with fans on Facebook. The audio feed is shut down.

As a test, Potratz quickly schedules an episode of Extended Play in the UK for a quarter past the hour…but that’s 4:15 a.m. in England. Maybe no one will be awake to play, but at least they can try to replicate the error. It’s a relief when the episode launches without a hitch — and amazingly, a handful of insomniac Brits show up to play. Even though the show went up with no warning, people found it.
“So you are experiencing something that nobody else has,” says Stambouli with a heavy smile. The whole team seems to have taken the evening as a learning experience, and with a good sense of humor. “You’re in beta; you have to laugh at yourself or you’ll cry,” sighs Brandt. “And we don’t like to cry.”
Saturday
The following day, everything is back to normal. The database problem has been solved, and a new data-verification process will be implemented so this kind of thing doesn’t happen again. The live show goes on without incident, and true to Stambouli’s word, Cashman acknowledges the glitches from the day before, making jokes about the outage and his fictional trip to the basement.

Best of all, Cashman turns the whole fiasco into an on-the-spot trivia question. “What was the error code that appeared on your screen?” he asks the audience. “Send us an email with your answer.” And with that, the connection to 1 vs. 100 is restored.














