@spiiken said:
I don't get why people were so furious with the Xbox One's "DRM" to begin with. Could it be that it's mostly based on a misunderstanding of their policies?
I mean, getting to share a game with up to ten people, regardless of where they live, doesn't sound that restrictive to me. Their used game policy, which allows for used games but in a way which can contribute to the consumer AND the developer sounds like a pretty awesome solution to the whole used games issue.
Oh and why does it take people so long to realize that the Kinect can actually be deactivated (on an OS level). It's written on Microsoft's bloody website.
I can, however, get why people don't like the whole 24-hour verification system. I don't think that it's a counter-piracy measure, it's more like Microsoft wanting to make sure that their entire user base is connected before they start working with server offloading to maximize the consoles performance and letting developers use their "cloud" to enhance their games.
These futuristic solutions require broadband.
It feels like the Xbox One did a lot av very interesting things that could have greatly benefited the gaming industry, but people never gave it a chance.
To be fair we don't really know what the restrictions of that family share option were going to be. They specifically called it 'family' share, which suggests some sort of limitation based on relationship. I can't imagine any system they could have come up with that wouldn't have been pretty easy to fake...but still, I do wonder.
As for their used games policy. It only allowed used game sales through authorized re-sellers--I imagine this really meant Gamestop and maybe a handful of other major retailers. I get that most people are lazy and go through Gamestop, but I can't be the only one who likes to be able to sell and buy games directly from their owners on places like Ebay and Craigslist. The idea that GAMESTOP benefited more from these restrictions than the actual consumer should tell you something...
The publisher getting a cut of used game sales may sound like a solution, but in reality it flies in the face of first sale doctrine and, arguably, general realities of economics. Publishers are not supposed to be able to endlessly profit off a single copy of a work. Not only is this--I think--more or less common sense, it's also backed up by a Supreme Court decision and copyright law. Copyright does not grant limitless rights to the copyright holder. In other words, just because you have a copyright on a work does not mean that you get complete control of every single copy of that work for time immemorial. There are limits and one of those limits deals with the fact that a copyright holder's right to control the sale of a copy ENDS with the first sale of that copy.
This allows Libraries to exist. It allows used book/movie/music/game stores to exist. It allows the retail chain of distribution to exist. It's critical and too often ignored in these debates. I'll say again, without this concept LIBRARIES could not exist. Book publishers could claim control of all those books and reject the libraries right to lend them out.
Thanks for your reply. It touched upon some issues I haven’t thought of, so I’ll reply with my opinion on some of the questions you raised. Alright, that came off more political-ish than I had wanted too… but anyway here goes:
To be fair we don't really know what the restrictions of that family share option were going to be. They specifically called it 'family' share, which suggests some sort of limitation based on relationship. I can't imagine any system they could have come up with that wouldn't have been pretty easy to fake...but still, I do wonder.
Actually, I’m pretty sure their chief in marketing said that your Xbox One family can include pretty much anyone, in any city anywhere. It seems like it would have been fully possible for you and a ”family members” to play the same game concurrently, which to me sounds awesome.
Of course there are some limitations; you can only share one game up to ten times (but I’ve never been in a situation where I’ve wanted to share one game with more than ten people!)
As for their used games policy. It only allowed used game sales through authorized re-sellers--I imagine this really meant Gamestop and maybe a handful of other major retailers. I get that most people are lazy and go through Gamestop, but I can't be the only one who likes to be able to sell and buy games directly from their owners on places like Ebay and Craigslist. The idea that GAMESTOP benefited more from these restrictions than the actual consumer should tell you something..
Nobody likes Gamestop less than me, but I do see why there’s a need to only allow used-games through authorized re-sellers only. Unless you channel the used games through official, established platforms, it’d be difficult to allow developers to get a percentage of each sale. Besides, I’m sure the list of official re-sellers will grow and you’ll have plenty of options.
And buying and selling games with friends should still be supported by Microsoft’s system; you can give away games from your library to friends, although I’m pretty sure you can only give one game once.
I don’t know if the used game deals would be as good as it now without this system in place, but I’d personally be willing to pay a little extra if I knew that money went to the developers.
The publisher getting a cut of used game sales may sound like a solution, but in reality it flies in the face of first sale doctrine and, arguably, general realities of economics. Publishers are not supposed to be able to endlessly profit off a single copy of a work. Not only is this--I think--more or less common sense.
Well, the alternative would be just having the money going to Gamestop, allowing them to parasite on the industry without really contributing to the cycle. Keep in mind that Microsoft isn’t even adding any fees here; everything goes to the devs, customers and the reseller.
If Cliff Bleszinski is to be believed, and whether you agree with his opinion on this or not, he is arguably an authority on all this; developers and publishers alike are having difficulties even making back the money it took to produce their million dollar titles.
It’s not necessarily as easy as just telling the developers to adapt and make cheaper games; gamers are used to a certain standard and DLC, microtransactions – all those nasty tricks are just desperate attempts from publishers to try to make some of their money back. Microsoft’s used games policy could, if it worked, mean less of that and all the other money-grapping tactics gamers hate.
Game development is expensive, it’s always going to be expensive, but if developers can profit on used games; they want have to push DLC and microtransactions into everything they make, and they’ll dare to take more risks and fund more unique projects. It would lead to an all-around healthier industry.
it's also backed up by a Supreme Court decision and copyright law. Copyright does not grant limitless rights to the copyright holder. In other words, just because you have a copyright on a work does not mean that you get complete control of every single copy of that work for time immemorial. There are limits and one of those limits deals with the fact that a copyright holder's right to control the sale of a copy ENDS with the first sale of that copy.
This allows Libraries to exist. It allows used book/movie/music/game stores to exist. It allows the retail chain of distribution to exist. It's critical and too often ignored in these debates. I'll say again, without this concept LIBRARIES could not exist. Book publishers could claim control of all those books and reject the libraries right to lend them out.
It’s true that it’s backed up by copyright law, but keep in mind that that copyright law was never meant to include digital goods.
Used cars and books is a different matter entirely – they wear down and lose value. Digital content can’t be worn down like that. As to movie and music; there you have more revenue streams for the publishers. When it comes to movies, you got cinema box office, you got DVD sales, bluray-sales, TV-channels, a dozen of streaming services, etc. etc.
The video game industry is a different matter. You only got one revenue stream; the actual sales. If you’re lucky, you can perhaps release a collector’s edition or a HD-release in the future, but very few titles get that treatment. A poorly received game can completely bankrupt a dev house which is why more and more developers turn to big publishers like EA, and the mid-tier of gaming is more or less fading away; leaving only AAA-franchise á la CoD and, on the other side of the spectrum, independent titles where the developers aren’t even expecting to make any money.
Couple that with the fact that video games today, more often than not, are actually more expensive, as a medium, to develop than music, books and even movies. They also have a longer turnaround time. The industry is young and absolutely unique, and it needs a used game policy where as much money as possible goes to the hundreds of programmers, concept artists and game devs that actually make the game.
So yeah, you make many valid comparisons between the video game industry and other mediums, but I argue that this industry is so unique that also the distribution system should be unique. It can’t allow any loopholes which damage the industry.
Log in to comment