The main thing is that being digital doesn't mean they have to require a net connection, as I keep saying (in other topics) some of their ideas were great, but the execution was horrible. Add in the disastrous PR, especially at the start where they we're giving contradictory info and it's clear the salesmen failed in their jobs. Microsoft failed to earn our trust, and in a system like they were suggesting where they hold all the cards, trust is far more important than ever. They need to prove that once they drop support they would turn off the online requirement so that the console doesn't get bricked, they didn't do any of that so they failed to sell the system as a viable platform to play games on. Now their paying the price.nevarran said:I understand you. I'm pretty much like you, regarding my favorite games. But you cannot deny what a huge waste of resources that is. You're building a fancy case for this essentially digital content, that may as well be transferred perfectly with 0s and 1s.
And MS were not preventing physical copies. They were just making them less appealing. You could share games (with whatever limitations their system had), but you share the digital thing, not the disc.
Maybe digital only is not such a great thing, as I'm imagining it. But having the retailers make the rules of the game, is crap in my book.
The 24 hours check, I have no idea how exactly was it supposed to work. But it was clearly made because of the digital shading system. Without it, I could share my game with 10 people, they all go offline and we all play simultaneously. Such thing is obviously not happening. And sadly the only way to prevent it, is by checking frequently, who's playing the game. If you have a better ideas, feel free to share with us.
Because they're fucking morons, that's why!holy_secret said:Why the heck couldn't Microsoft have given us this kind, level-headed and easy to understand explanation of what this always-online was exactly?
I can give a citation of why DRM is NOT required for selling and sharing digital content, does that count? GoG.com has proven that DRM isn't required and if anything the lack of can sell more copies as people don't have to jump through hoops and get inconvenianced over crap.Nuxxy said:Citation needed.taciturnCandid said:Digital rights management can be a way of empowerment! It can be a way to ensure ownership and lost of ownership. Sharing and selling of digital content is impossible without digital rights management.
"Transferring" - isn't that what re-selling is in practice. I have the disc, I'm giving it to you, you give me money and I no longer have the disc. I'm giving you the digital game from my device, you give me money and I no longer have the game.Terramax said:With digital distribution, there is nothing to resell. I mean, technically you could resell data, but really, what you'd be doing is transferring or duplicating. You're not handing over the exact same product. You're paying for just the raw information, nothing physical to sell.
You say "The only difference..." but that's a BIG, HUGE difference, as far as I'm concerned.
They required internet connection to protect their digital sharing system. As a form of DRM. And to make sure each and every owner of their console has internet, so they can push digital games. So no one could say "hey, go back to Gamestop, I can't buy digital games on the console you sold me."RicoADF said:The main thing is that being digital doesn't mean they have to require a net connection, as I keep saying (in other topics) some of their ideas were great, but the execution was horrible. Add in the disastrous PR, especially at the start where they we're giving contradictory info and it's clear the salesmen failed in their jobs. Microsoft failed to earn our trust, and in a system like they were suggesting where they hold all the cards, trust is far more important than ever. They need to prove that once they drop support they would turn off the online requirement so that the console doesn't get bricked, they didn't do any of that so they failed to sell the system as a viable platform to play games on. Now their paying the price.
hatok said:On another note... anyone else find it weird how Microsoft barely mentioned the game sharing features, but now that they're gone they bring them up all the time?
But that's the thing, a constant internet connection isn't required to offer the options. Let me explain:nevarran said:They required internet connection to protect their digital sharing system. As a form of DRM. And to make sure each and every owner of their console has internet, so they can push digital games. So no one could say "hey, go back to Gamestop, I can't buy digital games on the console you sold me."
And yes, they failed miserably. But what am I to do about it? I'm "advocating" for digital games as the prevalent method of distribution. MS just made that difficult, with their failure to explain it to the gamers.
And that's where I lost interest and started skimming. Fortunately, 'only playing' is actually all I want to do with my games.taciturnCandid said:You do not have any consumer rights over digital games at all. You only can play games that you have bought...
Its proven much more difficult than that though, although the license is transferable the developer, service provider or publisher is under no obligation to provide any ancillary or digital services. They do not have to authenticate software or provide access to any related online services.RicoADF said:That depends on what country you live in, the EU has declared that yes first sale doctrine (or whatever they call it) does include gaming (digital or otherwise). Most nations have similar laws. The US may not, I'm not certain.J Tyran said:First sale doctrine doesn't apply [http://www.siia.net/index.php?option=com_content&view=article&id=339&Itemid=352] to software, games are software. Gamers have no "rights" or legal recourse over used games, if publishers start to block them first sale doctrine cannot stop it.
The only thing first sale doctrine applies to in this case is the physical media itself and any boxes it came in, you own that but the software itself is only licensed.
Ah, I knew there was going to be some restriction of that kind. So yes, no that big of a loss.bluegate said:No reason why they still can't allow selling and trading of digital content... ?
Oh and for as far as sharing games goes:
http://www.neogaf.com/forum/showthread.php?t=598291
They were only allowing people to play 60 minutes of the game you shared with them, so basically it should be called demo sharing. Or Playstation+ Full Game Trial.
I have to assume you posted this without knowledge of how this system was actually going to work , sure you and your mate billy could of played halo together, for an hour then his "demo" version will time out and he finds himself looking at the MS market place being asked to buy his own copy before the fun continues.taciturnCandid said:Part one: Sharing
Enter the family plan. When you bought an xbox one game, you recived a digital version of it. Essentially you did not buy a physical copy, but a digital copy with a data on a disc to install it if you had a shitty internet connection. This digital version was added to a library which is accessible to you AND ten people who you mark as family. As soon as you activated that digital version, any one of those people could access it. Any one of them could download it and play it. These people could be made up of anyone around the world. As long as you have known them for 30 days, your library would be accessible if they were tagged as your xbox family.
Of course, there were restrictions. The maximum people playing a copy would be limited to the owner and one family member. Two family members couldn't play the same copy. You as an owner would be able to at any time play your game and would never be restricted from playing because someone else was playing. I again repeat that one family member could access the game the owner was playing.
That means you could buy one copy of halo and then message your good friend Timmy. You would access your game and then Timmy can access your copy at the same time and PLAY WITH YOU. That meant that when you bought a game, other people you know can hop into multiplayer with you without having to buy a copy.
Now the same could happen with your friend Bob. But since Bob and Timmy are family members, Bob and Timmy can't use the copy in your library to play with eachother. But you can play with either Bob or Timmy as the owner.
The games you owned were shared with 10 friends. You essentially could let any one of 10 friends borrow a game and multiples can borrow different games at the same time.
Bob can play your version of CoD while Timmy plays Halo with you. You had a digital copy and you had a choice in being able to share that content with others. For once your digital copies could be shared!
It didn't stop there even. You could once per license transfer the license, making one of your friends an owner. Then he would share it with his family. That means that you can buy a game and 10 people would have access it, and then if you transfer it, up to 18 people would have had access to the full game in its lifespan!
Sure the licence could only be transferred once, but it has reached playability by a huge amount of people by the time it can't be transferred again.
well you will now be able to sell the disc so you havent lost this at all , but now you can sell it privately as opposed to just at the few places MS licensed to do it. and dont fool yourself you wouldnt of got any more from them this way than gamestop give you now. <S and the publishers taking an extra slice of the pie isnt going to lead to more money for us for sure!taciturnCandid said:Part two: Selling
Since you bought a digital game, you would need some way of deactivate the game to sell it. If you don't deactivate it, you would be able to sell a game and make money off of it while still being able to access the game still. Which isn't fair at all as when you sell something you are supposed to relinquish control over it.
You were going to be allowed to sell your digital license in exchange for money. You then can purchase a licence for another game, even with a used disc. This ensures that you have the right to sell games while at the same time ensuring a way for developers to get money off of every purchase due to having to generate a new license.
You won because you could sell the game and get money back from something you played.
The developers won because a new license meant they got money from it.
Everyone won. Except companies like gamestop because they don't get as huge of a cut anymore due to restrictions on pricing.
For the first time you could sell digital content. This is important because a main part of consumer rights is the ability to sell the things you have.
taciturnCandid said:Part three: The DRM
Oooooh. Time to get to the scary part. The part that was so feared. RESTRICTIONS ARE EVIL!!!
That's good and all, but if the internet requirement is something you can turn off, then it'll be easier to bypass and exploit.RicoADF said:But that's the thing, a constant internet connection isn't required to offer the options. Let me explain:
You buy a game from retail and put the disc in the console, at this point you would have 2 options:
1) Just play the game like on xbox from the disc, nothing changes
2) Register the game to your console online, which binds/links that disc to your account.
...