Phil Spencer said:
"Consoles today are as much a service as they are an individual purchase."
No, they're proprietary computers that specialize in running video games. Otherwise they aren't
game consoles.
Saying a console is a service is like saying my toaster is a service, which is absurd.
They can PROVIDE services as all modern consoles can, but they aren't services themselves.
"What we heard from gamers is that they enjoyed the physical DRM they had with the 360 ecosystem and they wanted to add that to Xbox One. So we added physical DRM to the digital DRM plan that we had."
Translation: "We added an additional layer of DRM to an existing DRM system that worked fine on its own, because we wanted more money without having to earn it."
Summarily, they tried to shoulder the consumer with the worst parts of both DRM models specifically to eliminate the benefits of either. Well, the benefits to the consumer.
Physical DRM allows for first sale and implicit game sharing.
With the addition of digital DRM, that right was to be withheld at the mercy of the publisher and their "participating partners".
One can make any sort of argument about "Legality" or "Fairness"; fact is, that change is a strict downgrade from the previous business model for the consumer. Don't expect me to take accept the new offer blindly, and don't treat me like an idiot when I question the offer.
"You'll be able to buy games as physical and digital goods, you'll be able to share games with everybody in your house, and other features that we talked about will definitely be coming down the line."
So one moment they're services, and now they're goods.
Oh, wait, no. Sorry, somehow, the CONSOLES were services, while the GAMES were goods.
Either Phil doesn't understand what he's saying, he thinks the readerbase is stupid, or we've entered the Twilight Zone.
"In many service-based games today, the gamers are creating as much of the content as the developers ? I think that is extremely compelling."
Right. That's why your company, along with every other console maker specifically restricts users to creating their own content with game-integral tools (which are extremely limited on consoles and few in number), and forbids mods and tools for actual user created content out of fear of copyright violation (with good reason, admittedly).
If he meant that users are creating content in terms of "experience", we've been doing that for decades.
Also, "Seamless" online/offline (refer to the interview for context) doesn't have to mandate an offline killswitch in its design. If the net goes down for reasons, well, online content obviously won't work, but that's no reason to kill the
entire game.
Yet, that killswitch is
exactly what companies like Microsoft and AAA publishers wanted with the Xbone, and no number of strawman arguments or buzzwords can change that.