Wednesday, March 5, 2014

Hapy Gamer Rambles, a look at XBOX ONE's used game DRM

OK, so welcome to part 2 of the XBOX ONE original design look. Last time I talked about the always online aspect. Today I'll talk about the used game DRM. Next time, I'll talk about the kinect. Now with the used game DRM, I believe Microsoft was trying to accomplish 2 things, control over the market and no more used games, and make the XBOX ONE an all digital machine.

Now like always online, you can't sell me on only digital and no used games. I'm a collector, I like my physical copies for display reasons. I also hate digital only since I've missed some digital only releases and now I can't get them anywhere. There have been launch titles that are no longer produced, and if not for used physical copies, I would be out of luck. Not only that, with physical I don't have to worry about my console running out of space. I'm only limited to how much shelf space I have. Also, as a collector, I refuse to sell games. Even if the game is utter crap, it is now part of my collection and I will not sell it. Again, I'm not the norm, but this time there are more people who would agree with me. There are a lot of people that like physical copies.

So, where did Microsoft go wrong? Well here's how they treated physical copies. "If you buy the game physically, the game is then installed onto your hard drive and is locked to your account. With this, you don't need to have the disc in the tray and you've got family share. You can't sell it unless at a specified retailer. You can only loan the game to 1 friend, and now the game is tied to their account forever. Basically, you can't simply sell or loan your games." So what's the problem here? Well Microsoft basically missed the entire point why people buy physical copies. You don't buy a physical copy to have it treated exactly like a digital copy. If you buy a physical copy, you buy it so you could easily trade with with friends, easily sell it, and play the game off the disc. If you wanted disc-less play, no way to sell your game, and no way to trade your game, you buy it digitally. Whether you wanted to control used game sales or wanted to go all digital, this was not the way to do it.

So, controlling used game sales. I can see where they come from, developers don't get money from used sales, they need to keep the servers running, and they might not have gone under if more people bought it new. Here's one thing though that I think developers forget; used games are far different than pirated games. With pirated games, one once legal license can be used entertain an infinite amount of people. With a used game however, only one person can enjoy it, and the original owner forfeits all rights to enjoying it later. With used games, people do experience seller's remorse, because now they can't enjoy that game ever again unless they buy another copy. I will save the details on my explanation of why people sell their games and how to avoid that for a later date, but here's the gist; people sell their games because they're board with them and don't want them anymore and would rather have some money. If you don't want people to sell their game, make a game they won't want to sell. Xenoblade Chronicle was going for $70 used, because that's the price it took to get people away from it. Bear in mind, new it cost $40. It was so good, people considered it worth more than the new price. If those developers released more copies at $40, they would have sold so many more. In fact, GameStop got into some trouble because they got some new copies and they opened them and called them used because it would make more money due to used costing $30 more. If you don't want people to sell your game, make a game they won't want to sell.

So I addressed preventing used games, what about going all digital. Well that's a very simple answer that developers don't seem to grasp; pass the savings in shipping and production onto the customer. When a game is physical, there's far more costs than just digital; shipping, packaging, printing, disc writing, the middle mans cut, and things like that. All in all, the developer and Microsoft might only get like $45 together after all the other costs of doing physical. So without all these added costs, how much do digital games cost? Exactly the same as if you bought it physically. Sure, developers now make more per game and financially it's the same for the consumer, but then that means that the consumer has to deal with all the draw backs to digital, aka, no flexibility on sharing or selling and hard drive space. Sure they get the perks of disc-less play, but that doesn't necessarily make up for the drawbacks. If you want people to buy digitally, make it financially advantageous. "OK physical copy costs $60, if you're going to buy digitally, we'll subtract the cost of printing the disc, making the packaging, shipping the game to the retailer, the retailer's cut, let's round that down to the nearest dollar, so now your final price is $45." That's 25% off physical. Do you know why Steam can do all those sales? It's because it's an all digital platform without any middle men or production costs, and they pass the savings onto the consumer. They did do some physical releases, but they made it better financially to buy it digitally. You make digital cheaper than physical, people will then buy digital, and you can naturally phase out physical. I fear the day when that happens, but that's how you do it.

So, when Microsoft got rid of the DRM, they got rid of the "features" like disc-less play and family share. I already addressed disc-less play and if people want that feature they'll just buy it digitally, but what about family share? Well, we really don't know what we lost with that one. The details were kind of hazy as to what that would actually do. There was something about being able to share your entire game collection with 10 people in your family, and those 10 people could use the same license. An example they gave was a dad and his 2 college sons playing CoD together off the same license with the dad at home and the sons off at their respective colleges. The way it sounds is that you could have shared your entire game collection with 10 "family members," aka friends. How would this have worked, we don't know. Would there have been 10 permanent people you call family that could use it? Would that mean you could be logged onto 10 different consoles? Would it have meant that you could call 10 consoles your "console" and everyone on that console had access to your games? No one really knows. Microsoft did try to advertize the DRM as a good thing, and to that I must give them some credit, but it ultimately failed because people still hated it and DRM is almost never the way to go. People expect a certain level of DRM with digital games. If you want to get rid of physical games, you need to make digital more appealing than physical, not destroy the whole reason people buy physical in the first place.

OK, that's enough for today. Next time, the kinect. Well this has been happy gamer, and if you want to get rid of physical copies and used games, DRM is not the way to go.

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