As anybody who frequents any gaming news site knows by now, the Xbox One recently removed two of its most widely controversial features: the 24-hour check-in DRM, and the heavy restrictions on used games. However, they also removed what was most likely the most popular feature of said console - the whole "Family Sharing Library" system that allowed people to lend games to select friends and family members. This has understandably made quite a few people upset, especially those few who did not have a problem with the console in the first place. Once again, perfectly understandable. However, quite a few people keep recommending that Microsoft stick with the Family Sharing Library - which I'll refer to as the FSL from here on out, since I am indeed a lazy bastard - while keeping the system DRM free. To put it bluntly, that's simply not feasible and I'll explain why in a moment.
Now before I go on, I'm need to make a few things clear. First off, this is not a thread on the Xbox One as a whole, nor is it meant to be a discussion of the current console war. The point of this thread is to discuss the state of the FSL as well as the former DRM / used games restrictions and how they are connected, if at all. For that reason, I will not be giving my own personal opinion on the Xbox One as a whole, and I do ask you to do the same. Second and for the sake of argument, I'm going off of the assumption that the rumor of the FSL being little more than a glorified demo service is false, seeing as how it's still presently only a rumor from an anonymous source and should be treated as such. However, I'm also ignoring the whole "two people can play the same game at the same time", since I cannot find an official source that confirms that and thus have reason to believe that is a rumor as well. Finally (this may get just a tad bit rude *coughunderstatementcough*), I ask that anyone who uses the terms "hater", "hate train", "bandwagon", ""whiner", "entitled", or any other form of strawman / ad hominem argument in this thread to go kindly have sexual intercourse with a cactus. Logical Fallacies are not wanted here. Unless you're Mr T. He can do whatever the fuck he wants.
Back to the topic at hand, a lot of people recommend that Microsoft keeps the FSL while simultaneously keeping the DRM and used games' restrictions dead and buried. The common idea here is something like this:
- Our first person, Rachel, buys an Xbox One game.
- Rachel adds the game to her Xbox Live account and installs it onto her system.
- Rachel, while signed in to her Xbox Live ID, digitally lends said game to her friend, Raul, via the FSL.
- The game is removed / flagged from being played on Rachel's system or any other account bar Raul's. (the flagging option requiring games to have some sort of individual game ID system, so purchases of a new copy of the same game would still run)
- Raul can now play the game, once downloading and installation is complete. However, he can't lend it out to anyone.
- Raul at some point gives the game back or Rachel takes it back (we don't know exactly how this part would work). Raul's system gets the same game removal / flagging that Rachel's did earlier, but save files aren't removed.
Sounds good on paper, I admit. However, there are some very notable issues with all of this that directly involve the existence of what is essentially two copies of the game. The fact that the games get fully installed, especially during the borrowing process, means that the physical copy isn't necessary. If the system doesn't have some sort of DRM system in place, then what's to stop them from selling the physical copy of the game while simultaneously keeping their digital copy? If someone doesn't like the game or is simply done with said game, couldn't they just lend their friend a copy through the FSL while reselling the physical copy or giving that away to someone else as well? The fact that essentially two copies of the game would exist with no online check would leave a massive hole that would undoubtedly get abused, as the PS3's former 5-system-install was back in the day for all downloaded content. There's also the obvious issue of installing a digital copy of the same game onto every system that one can physically get ahold of, which would be catastrophic on game sales.
One can argue that if there was a game ID system in place, that people wouldn't be able to use Xbox Live or connect to the internet without losing any games that they have gotten rid of. First off, how would that work? If the game was sold to, say, GameStop and somebody bought the now-used game, would it prevent the new owner from playing or would it remove the game from the original owner's Xbox Live account and remove the game upon next connection to the internet? In the case of the latter, what happens if you lose your disc (a notable advantage of the whole FSL and cloud systems is the ability to play even when the disc is damaged or lost) and someone else finds it? Will the original owner lose their game? What if hackers or pirates begin using legitimate codes to either get free games or to ruin the reputation of the Xbox One (not exactly unlikely, all things considered)? Second, what's to stop people from staying offline entirely and doing the aformentioned "install a free copy onto the systems of everyone they know". It's already been proven with the Xbox 360's piracy issues and PS3's Linux that there is a sizable portion of people who will gladly stay offline if it means getting what they want. In this case, getting an infinite number of copies of any singleplayer game for all of one's family and friends for the price of one game is something I could genuinely see some people being more than willing to abuse fully. Unlike with used games in the current generation, everyone will be able to play said game at any time instead of it only being available only to whoever currently has the disc.
Now there is a very interesting and valid counterpoint to most of this, and that's this statement from Microsoft [a href="http://news.xbox.com/2013/06/update"]here[/a]:
Look, I realize that the majority of people most likely won't be doing these things, but there is a sizable amount of people who will take advantage of whatever they can. As mentioned earlier, gamesharing on the PS3 actually became quite a big deal and even I took a part of it back then, because Sony made it more than possible to allow you and any four people you know all have a copy of any and all downloadable games and DLC that you own. It did get reduce to a much more reasonable two PS3s per account eventually, but the point still stands on how things like this can be exploited. Microsoft realizes how such systems can be worked around and isn't going to want to risk these very things happening, which is the very reason why they aren't going to allow something like the FSL to exist without some sort of strong DRM to protect it.
If you got some calm, civil, and maybe silly counterarguments to anything I've said, then please feel free to state them. Poking holes into my arguments helps me become less of a dumbass, which is always a good thing imho. Just please try to keep the strawmen and personal attacks out of it.
Now before I go on, I'm need to make a few things clear. First off, this is not a thread on the Xbox One as a whole, nor is it meant to be a discussion of the current console war. The point of this thread is to discuss the state of the FSL as well as the former DRM / used games restrictions and how they are connected, if at all. For that reason, I will not be giving my own personal opinion on the Xbox One as a whole, and I do ask you to do the same. Second and for the sake of argument, I'm going off of the assumption that the rumor of the FSL being little more than a glorified demo service is false, seeing as how it's still presently only a rumor from an anonymous source and should be treated as such. However, I'm also ignoring the whole "two people can play the same game at the same time", since I cannot find an official source that confirms that and thus have reason to believe that is a rumor as well. Finally (this may get just a tad bit rude *coughunderstatementcough*), I ask that anyone who uses the terms "hater", "hate train", "bandwagon", ""whiner", "entitled", or any other form of strawman / ad hominem argument in this thread to go kindly have sexual intercourse with a cactus. Logical Fallacies are not wanted here. Unless you're Mr T. He can do whatever the fuck he wants.
Back to the topic at hand, a lot of people recommend that Microsoft keeps the FSL while simultaneously keeping the DRM and used games' restrictions dead and buried. The common idea here is something like this:
- Our first person, Rachel, buys an Xbox One game.
- Rachel adds the game to her Xbox Live account and installs it onto her system.
- Rachel, while signed in to her Xbox Live ID, digitally lends said game to her friend, Raul, via the FSL.
- The game is removed / flagged from being played on Rachel's system or any other account bar Raul's. (the flagging option requiring games to have some sort of individual game ID system, so purchases of a new copy of the same game would still run)
- Raul can now play the game, once downloading and installation is complete. However, he can't lend it out to anyone.
- Raul at some point gives the game back or Rachel takes it back (we don't know exactly how this part would work). Raul's system gets the same game removal / flagging that Rachel's did earlier, but save files aren't removed.
Sounds good on paper, I admit. However, there are some very notable issues with all of this that directly involve the existence of what is essentially two copies of the game. The fact that the games get fully installed, especially during the borrowing process, means that the physical copy isn't necessary. If the system doesn't have some sort of DRM system in place, then what's to stop them from selling the physical copy of the game while simultaneously keeping their digital copy? If someone doesn't like the game or is simply done with said game, couldn't they just lend their friend a copy through the FSL while reselling the physical copy or giving that away to someone else as well? The fact that essentially two copies of the game would exist with no online check would leave a massive hole that would undoubtedly get abused, as the PS3's former 5-system-install was back in the day for all downloaded content. There's also the obvious issue of installing a digital copy of the same game onto every system that one can physically get ahold of, which would be catastrophic on game sales.
One can argue that if there was a game ID system in place, that people wouldn't be able to use Xbox Live or connect to the internet without losing any games that they have gotten rid of. First off, how would that work? If the game was sold to, say, GameStop and somebody bought the now-used game, would it prevent the new owner from playing or would it remove the game from the original owner's Xbox Live account and remove the game upon next connection to the internet? In the case of the latter, what happens if you lose your disc (a notable advantage of the whole FSL and cloud systems is the ability to play even when the disc is damaged or lost) and someone else finds it? Will the original owner lose their game? What if hackers or pirates begin using legitimate codes to either get free games or to ruin the reputation of the Xbox One (not exactly unlikely, all things considered)? Second, what's to stop people from staying offline entirely and doing the aformentioned "install a free copy onto the systems of everyone they know". It's already been proven with the Xbox 360's piracy issues and PS3's Linux that there is a sizable portion of people who will gladly stay offline if it means getting what they want. In this case, getting an infinite number of copies of any singleplayer game for all of one's family and friends for the price of one game is something I could genuinely see some people being more than willing to abuse fully. Unlike with used games in the current generation, everyone will be able to play said game at any time instead of it only being available only to whoever currently has the disc.
Now there is a very interesting and valid counterpoint to most of this, and that's this statement from Microsoft [a href="http://news.xbox.com/2013/06/update"]here[/a]:
Pay particular attention to that first part there - "After a one-time system set-up with a new Xbox One,..." What that means exactly is uncertain and undoubtedly could use more clarification. However, it may (<- keyword there) imply that it'll actually be running a one-time authorization DRM in the same manner as Steam. Now that alone could still prove to be very controversial (if it's actually the case) after that above statement from Microsoft announcing no online requirement and no restricting used sales (which such a thing could easily hamper), even if it's still a colossal improvement over their previous policies. It would indeed provide a way to actually make this work without giving everyone the ability to sell the physical copy while keeping the digital copy or worse, as well as still giving players what is essentially an offline mode for all previously authorized gamesIn the end though, the Xbox One would still end up with an online-dependent DRM that can completely screw people without internet connections and is vulnerable to DDoS attacks or other server-side issues. I also can't help but wonder, yet again, what would happen if someone kept their Xbox One offline after installation and then resold the physical copy, which would allow them to keep and play the digital copy to their hearts extent. Since I don't think Xbox Live Gold is required for offline play on Xbox One and I assume that the free Xbox Live Silver account can be used to register a game to, someone could also loophole it buy just making a bunch of free Silver Accounts, registering a few games to each account, selling the physical copies of said games, playing away offline, and creating a new account whenever they get a few new games.After a one-time system set-up with a new Xbox One, you can play any disc based game without ever connecting online again. There is no 24 hour connection requirement and you can take your Xbox One anywhere you want and play your games, just like on Xbox 360.
Look, I realize that the majority of people most likely won't be doing these things, but there is a sizable amount of people who will take advantage of whatever they can. As mentioned earlier, gamesharing on the PS3 actually became quite a big deal and even I took a part of it back then, because Sony made it more than possible to allow you and any four people you know all have a copy of any and all downloadable games and DLC that you own. It did get reduce to a much more reasonable two PS3s per account eventually, but the point still stands on how things like this can be exploited. Microsoft realizes how such systems can be worked around and isn't going to want to risk these very things happening, which is the very reason why they aren't going to allow something like the FSL to exist without some sort of strong DRM to protect it.
If you got some calm, civil, and maybe silly counterarguments to anything I've said, then please feel free to state them. Poking holes into my arguments helps me become less of a dumbass, which is always a good thing imho. Just please try to keep the strawmen and personal attacks out of it.
[/spoiler]
Also, people are fully encouraged to throw out their own ideas on how to make the FSL work while keeping the new policies on DRM and used games intact.
Completely off topic time after spending several hours typing this (I will be so pissed if I typo'd something): Where's ze Spidermod at? Haven't seen her around very much lately, or even most of the other mods for that matter; which sucks as we do have some entertaining mods and could really use more FWOP FWOP (or was it FWOOP FWOOP?) around here. Maybe I just really suck at picking threads to read?
[b]TL;DR:[/b] Family Sharing can't really be done without strong DRM, due to people who will abuse it and the install system like crazy. Also, something about cacti, mods disappearing, and Star Wars: Battlefront 2 still being awesome.
Also, people are fully encouraged to throw out their own ideas on how to make the FSL work while keeping the new policies on DRM and used games intact.
Completely off topic time after spending several hours typing this (I will be so pissed if I typo'd something): Where's ze Spidermod at? Haven't seen her around very much lately, or even most of the other mods for that matter; which sucks as we do have some entertaining mods and could really use more FWOP FWOP (or was it FWOOP FWOOP?) around here. Maybe I just really suck at picking threads to read?
[b]TL;DR:[/b] Family Sharing can't really be done without strong DRM, due to people who will abuse it and the install system like crazy. Also, something about cacti, mods disappearing, and Star Wars: Battlefront 2 still being awesome.