>The thing is we suck at telling the story. The whole point of the DRM switch from disc based to cloud based is to kill disc swapping, scratched discs, bringing discs to friends house, trade-ins for shit value with nothign going back to developers, and high game costs. If you want games cheaper then 59.99, you have to limit used games somehow. Steam's model requires a limited used game model.
>The thing is, the DRM is really really similar to steam... You can login anywhere and play your games, anyone in your house can play with the family xbox. The only diff is steam you have to sign in before playing, and Xbox does it automatically at night for you (once per 24 hours)
>It's a long tail strategy, just like steam. Steam had it's growing pains at the beginning with all it's drm shit as well. [...] For digital downloads steam had no real competition at the time, they were competing against boxed sales. At the time people were pretty irate about steam, (on 4chan too...) It was only once they had a digital marketplace with DRM that was locked down to prevent sharing that they could do super discounted shit.
>Think about it, on steam you get a game for the true cost of the game, 5$-30$. On a console you have to pay for that PLUS any additional licenses for when you sell / trade / borrow / etc. If the developer / publisher can't get it on additional licenses (like steam), then they charge the first person more. [...] If we say "Hey publishers, you limit game to 39.99, we ensure every license transfer you get 10$, gamestop gets 20$" that is a decent model... Microsoft gets a license fee on first and subsequent game purchases, compared to just first now? That's a revenue increase.
>Competition is the best man, it helps drive both to new heights. See technology from the Cold War. If we had no USSR, we'd be way worse off today. TLDR: Bring it on Steam :)
>Yeah we passed that around the office at Xbox. Most of us were like "Well...
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