2 responses to “Crisis Management 101 for XBox One”

  1. The issue with the fan base does take primary importance, but I’m not so sure Microsoft didn’t have a better story to tell.

    My understanding was the new setup would have greatly reduced the price for premium games, down to the $30 level instead of $55-60. The second-hand sales market (GameStop, eBay, et al.) represented money that never got to the developers — ergo games get priced at a level commensurate with the true audience size.

    Customers buying the new Xbox games would have had up to 10 players authorized per license, and could okay at a friend’s house with no need to bring physical media. For half what they paid for new games (or slightly less than a first-gen used game.)

    Status Quo wins, and I wonder how much GameStop lobbied underground to foment the backlash.

    I also wonder what repercussion this has for Microsoft, who had hoped this streamlined licensing model would be friendlier for developers and ensure they got properly compensated instead of being carrion-picked in the used game market. Will the popular backtrack to appease the players have an unintended consequence in fewer games, because of burned relationships with the smaller game studios?

    Sometimes the crowd isn’t as smart as they think they are.

    1. Your points are extremely valid Ike, and I think where Microsoft originally went wrong was in failing to tell that story, or failing to tell it in a way that media could easily digest and repeat to the public. I’m not sure whether they shared the details you have at E3 and media events after, but if they did it went almost entirely unreported, at least on mainstream news sites. Had Microsoft been able to package the good info and deliver it along with the details that upset many, the changes to DRM may not have ever gotten the near-universal level of support that it did.

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