MULTIMEDIA

The Xbox One - The Machine That Assumes You're A Thief? (Part 2)

8/20/2013 11:20:46 AM

Asking Permission

This leads us to what Microsoft has in store with the Xbox One. Here's a games console where, as plans are set at the moment, you're going to effectively have to ask on a daily basis for permission to play your games. That's not an exaggeration. That's the digital rights management system that Microsoft intends to deploy, as it stands right now.

Let's stop and think about that for a second. There's no discounting of the machine; it's over $594 Microsoft wants from you for it. There's no discounting of the games either, which are expected to cost the usual from $59 to $74 for big releases. You go along to your gaming emporium of choice, buy Call Of Duty: Ghosts, FIFA 14 or whatever else is adorning the shelves. You take it home and then you can play it for 24 hours.

There's no discounting of the machine

There's no discounting of the machine

To get this far, you’ll have paid the best part of $743. Here’s the kicker: if you don’t check in online within 24 hours, your game will stop working. That’s regardless of whether you’re playing online or sat by yourself, unconnected to the internet. It doesn’t discriminate as to whether you’re playing a triple-A release or an old arcade game you’ve bought on download. It’s still the same: if you don’t go online and check in, you can’t play it. Furthermore, in certain circumstances, you have to ‘check in’ every hour. Checking in isn’t going to be an arduous job. The technology will do it for you without you noticing, but that’s not really the point.

There’s more too. It’s long been a bugbear of many big games companies that the second-hand market has grown so strong. Being circumspect, you can see their concerns. If Game sells a second-hand copy of Call Of Duty: Black Ops 2 for $30, then the publisher and developer doesn’t get a drop of that. Not one penny. Instead, the Profit goes to Game. With a new release, the revenue is shared and the original publisher gets some cash back on its investment.

“If you don’t go online and check in, you can’t play”

Games publisher have tried to find ways around this. We’ve had onlinT passes, for instance. That’s where you have to register a code to play a game online, and if you buy a second-hand copy without a valid one or the code has been used, you’re asked to stump up to use online services. It’s not been a massively popular policy, but at least you can see some degree of season behind it.

However, the digital rights management of the Xbox One allows them to go further. Basically, the notion of physically lending each other games is under threat, and you won’t be able to do that in quite the same way with the Xbox One. If you want to ‘gift’ a game to a friend, then you can, but they have to have been on your friends list for 30 days or more and you can only ‘gift’ a game once. Microsoft also allows up to ten members of your family to access your shared games library. On the issue of trading in games, Microsoft writes that “we designed Xbox One so game publishers can enable you to trade in your games at participating retailers.” The key word there is ‘can’. If the third-party publisher doesn’t want its game traded on the second-hand market, then it now has a mechanism by which to stop it happening. A mechanism that you’re paying for.

The Abuse Of Online

The idealism behind the internet is unmistakable. It’s a technology that unites people at heart and a communication method that’s brought many together. It does, however, seem increasingly sinister int places, and the idea that a freeing technology is being used to exert control over us is one that, sadly, we’re long resigned to. After all, we’ve talked in Micro Mart’s past about how companies can now phase out products should they so wish, if they have an online element to them. Microsoft has managed to all but replace MSN Messenger with Skype this way, while Twitter is slowly stripping features away from Tweetdeck to wean people off using it.

It's "the ultimate, all-in-one home entertainment system."

The Feature That’s Not A Feature

Going back to the need to ‘activate’ a game every day, staggeringly, Microsoft's official post on the matter says that until you " re-establish a connection… you can still watch live TV and enjoy Blu-ray and DVD movies." That might just be the sentence that makes us feel more incandescent than any other. Why is it seen to be a privilege or Microsoft doing us a favour to let us watch W or Blu-rays? Why should that be extrapolated as any kind of feature at all? Televisions and Blu-ray players have always offered this kind of functionality without making out they're doing us a favor. For Microsoft, it's basically saying that your games aren't working, but we'll let you do things with no interference in areas of the market we're trying to break into.

Indeed, therein lies the key thrust of the latest Xbox: that it's not trying to be a games machine. As with the PlayStation 4, it's being pushed as an all-round media box. Sure, it'll play games, but you can also use it to go online, to keep in touch with people, to watch iP|ayer, to record television, to do pretty much anything. The games console has been a Trojan horse for broader media intentions ever since the full specs for the Xbox 360 and PlayStation 3 become known, but there's no effort to be covert here. Watching a movie is side by side with playing a game where the Xbox One and PlayStation 4 are concerned.

the PlayStation 4

The playstation 4

That in itself isn't a problem, of course, and there's something to be said for having such a capable device in the living room. There's certainly a convenience to it and, in fairness to Microsoft, the power of the modern games console allows it to offer the gaming side of things without impacting on its other plans. There's logic in its strategy for the Xbox One to be a hub through which you play media, be it live television, Blu-rays, Netflix or whatever. The bizarre thing is that the only function it'll ever stand in the way of is playing games.

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