Microsoft’s reversal
of its always-online DRM and used game policy for the Xbox One and what it says
about the state of gaming -- and the Internet too!
In a blog post on June 19th, 2013 Don Mattrick, former president
of Interactive Entertainment Business at Microsoft, announced that the company
would be rescinding its highly criticized always-on DRM and used game policy
for the Xbox One. These features would have required a connection to the
Internet once every 24 hours and limited the reselling and exchanging of Xbox
One games (a full explanation of Microsoft’s always-on DRM and used
game policy can be found here).
This sudden one-eighty by Microsoft came as a direct result
of pressure being put on them by gamers and industry professionals alike.
Rumors of such policies have been floating around on
various gaming websites for the better part of a year and both gamers and
reporters have been aggressively vocal about their skepticism toward such
ideas.
The final nail in the coffin for Microsoft came at Sony’s
press conference at this year’s Electronic Entertainment Expo (E3 for short),
where CEO of Sony Entertainment of America, Jack Tretton, announced that the
PS4 would not restrict gamers ability to buy, sell and exchange used games.
This somewhat overt attack on Microsoft and their restrictive policies was the
last straw and just over a week after Sony’s E3 press conference, Microsoft
announced the full removal of its restrictions on used games and its once-a-day
Internet requirement.
What interests me about Microsoft’s change in policy is not
what it says about Microsoft or Sony or which console is better or worse. What
interests me is what Microsoft’s reversal says about gamers, the gaming
community and people in general. It seems to me that with the next generation of Xbox,
Microsoft is finding itself in an awkward position; a position between the
tangible and highly ingrained world of disc based gaming and the inevitable
future of cloud powered and digital gaming. In an effort to satisfy both,
Microsoft has adopted many of the policies regarding the reselling and
exchanging of games that digital-only gaming communities, like Steam, have been
using for years, while attempting to maintain a sense of familiarity by
continuing to provide hard copies for each Xbox One title.
It is partially due to these ‘in-between’ circumstances that
I believe both gamers and industry professionals have been so adamantly against
Microsoft’s original DRM and used game policy for the Xbox One. The restriction
of reselling used games is not a novel phenomenon in the digital world. As
previously mentioned, the gaming site, Steam implements a similar method and while
Steam does not require an Internet connection to access the offline single
player content of a previously purchased game it does restrict the reselling
and loaning of used games. And gamers are fine with that. In fact, many gamers
regard Steam as a wholesome white light in the increasingly corporate gaming
industry.
What is new, however, is the controlling of hard copies of
games in the same way as digital copies and it is here where Microsoft’s policies
have rubbed gamers the wrong way. We feel exponentially more attachment to a
physical thing than we do a digital copy sitting on the cloud. Thus we feel a
stronger breach of privacy when someone seeks to control our physical copies in
the same way they would our digital ones. So, even though the policies may be
similar to gaming sites like Steam the weight of these policies in fact are
felt very differently when applied to physical and digital objects.
Do you remember those anti-piracy ads from the mid 2000s
that said things like “you wouldn’t steal a car,” in order to make the point
that pirating online media was stealing? I remember thinking those ads were so obnoxious;
especially after I found out that the music used in the ads had actually been
pirated from the Internet. But as cheesy and hypocritical as those ads were I
find myself coming to a similar conclusion. The resistance voiced by the gaming
community to the Xbox One’s policies regarding DRM and used games is
essentially dealing with the same issue those anti-piracy ads were; a perceived
difference between the physical world we live in and the digital one we access
from our computers on a daily basis.
It is this perceptual dichotomy that Microsoft was hoping to
address with the Xbox One’s progressive push towards the digital era. And as we
move closer to this inevitable outcome our perception of ownership will need to
change. Unfortunately poor communication by Microsoft served to muddy their
vision and stir up uncertainty among gamers who felt their rights were being
trod upon. All of this, however, is but one piece of a much larger picture; a picture
that I will more thoroughly explore in part 2 of this blog series where I
will examine the way our own personal identities inform our consumer habits. Stay tuned!
I whole heartedly agree with your opinion on the subject of controlling hard copies. It sounds similar to a record company telling me that I can only play my vinyl collection on my record player, and if I try to take it somewhere else, or sell it, the record will no longer work. Being connected to the cloud is an awesome thing, with a ton of exciting possibilities, but its not a substitute for being able to hold something in your hand (yet).
ReplyDeleteYeah, it seems like all of our media is in a similar transitional phase as we take the leap towards a digital society. There are, like you said, lots of perks and new possibilities with this transition, but a sense of tangible ownership is lost as well. I guess we'll just have to wait and see where things go!
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