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(Pastebin) "Heartbroken Xbox One Employee"

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Unconfirmed as usual with pastebin

http://pastebin.com/TE1MWES2

It’s 4am and I’m still up, some hours ago, we at Microsoft had to basically redact on our Always Online infrastructure and dream. Being part of the team that created the entire infrastructure to include the POS (point of sale) mechanisms I must say that I am extremely sad to see it removed. But the consumer knows what is best, I can place the blame on no one but us here at Microsoft. We didn’t do a good enough job explaining all the benefits that came with this new model. We spent too much of our time fighting against the negative impressions that many people in the media formed. I feel that if we spent less time on them and more time explaining the great features we had lined up and the ones in the pipes gamers and media alike would have aligned to our vision. That stated, we felt the people we would have loss would have been made up by the people we would have gained. We have 48 million Xbox 360 users connected online nearly 24 hours a day. That is much more than any of our closet competitors and vastly more than Steam. The people that we would have left behind I feel would have eventually come around as they saw what advantages the platform had to offer. But as I previously stated we at Microsoft have no one to blame other than ourselves for failing to convince those hesitant to believe in our new system. Microsoft might be a big company, but we at the Xbox division have always been for the gamer. Everything we’ve done has always been for them, we have butt heads with the executives many times on what we’ve wanted to, some times we lost (removing the onboard processor from Kinect 1.0) and other times we’ve won (keeping Gears of War as an exclusive).

While publishers have never come right out to us at MS and say “We want you to do something about used gaming” we could hear it in their voices and read it in their numerous public statements. The used gaming industry is slowly killing them and every attempt to slow down the bleeding was met with much resistance from the gaming community. I will admit that online passes were not well received nor were they well implemented, but I felt given time to mature it could have turned into something worth having as a gamer much like DLC (we went from pointless horse armor to amazing season passes like Borderlands 2!). Videogame development is a loss leader by definition and unlike other forms of media videogames only have one revenue stream and that is selling to you the gamer. So when you buy a game used you’re hurting developers much more than say a movie studio. Many gamers fail to realize this when they purchase these preowned games. It is impossible to continue to deliver movie like experiences at the current costs without giving up something in return. It’s what gamers want and expect, the best selling games are blockbusters, the highest rated are blockbusters, the most loved are blockbusters. How can developers continue to create these experiences if consumers refuse to support them? Many will argue the development system is broken, and I disagree. The development system is near broken, it’s used gaming that is broken, but regardless I think more emphasis on this from both us at Microsoft and publishers would have gone a long way in helping educate the gamer, but again it is us who dropped the ball in this regard for that we’re sorry.

Going back to Xbox One’s feature set, one of the features I was most proud of was Family Sharing. I’ve browsed many gaming forums and saw that many people were excited about it as well! That made my day the first time I saw gamers start to think of amazing experiences that could come from game sharing. It showed that my work resonated with the group for which I helped create it for. I will admit that I was not happy with how some of my fellow colleagues handled explaining the systems and many times pulled my hair out as I felt I could have done a better job explaining and selling the ideas to the press and public at large. I’m writing this for that reason, to explain to gamers how many of the features would have worked and how many of them will still work.

First is family sharing, this feature is near and dear to me and I truly felt it would have helped the industry grow and make both gamers and developers happy. The premise is simple and elegant, when you buy your games for Xbox One, you can set any of them to be part of your shared library. Anyone who you deem to be family had access to these games regardless of where they are in the world. There was never any catch to that, they didn’t have to share the same billing address or physical address it could be anyone. When your family member accesses any of your games, they’re placed into a special demo mode. This demo mode in most cases would be the full game with a 15-45 minute timer and in some cases an hour. This allowed the person to play the game, get familiar with it then make a purchase if they wanted to. When the time limit was up they would automatically be prompted to the Marketplace so that they may order it if liked the game. We were toying around with a limit on the number of times members could access the shared game (as to discourage gamers from simply beating the game by doing multiple playthroughs). but we had not settled on an appropriate way of handling it. One thing we knew is that we wanted the experience to be seamless for both the person sharing and the family member benefiting. There weren’t many models of this system already in the wild other than Sony’s horrendous game sharing implementation, but it was clear their approach (if one could call it that) was not the way to go. Developers complained about the lost sales and gamers complained about overbearing DRM that punished those who didn’t share that implemented by publishers to quell gamers from taking advantage of a poorly thought out system. We wanted our family sharing plan to be something that was talked about and genuinely enjoyed by the masses as a way of inciting gamers to try new games.

The motto around the offices for the family plan was “It’s the console gaming equivalent to spotify and pandora” it was a social network within itself! The difference between the family sharing and the typical store demo is that your progress is saved as if it was the full game, and the data that was installed for that shared game doesn’t need to be erased when they purchase the full game! It gave incentive to share your games among your peers, it gave games exposure, it allowed old games to still generate revenue for publishers. At the present time we’re no longer going forward with it, but it is not completely off the table. It is still possible to implement this with the digital downloaded versions of games, and in fact that’s the plan still as far as I’m aware.

Another feature that we didn’t speak out about was the fact we were building a natural social network with Xbox One in itself that didn’t require gamers to open their laptops/tablets to post to their other friends nor did they need to wrestle with keyboard add-ons. Each Xbox Live account would have a full “home space” in which they could post their highest scores, show off their best Game DVR moments, what they’ve watched via Xbox TV and leave messages for others to read and respond to. Kinect 2.0 and Xbox One work together and has robust voice to text capabilities. The entire notion of communicating with friends you met online would have been natural and seamless. No reliance on Facebook, or Twitter (though those are optional for those who want them). Everything is perfectly crafted for the Xbox One controller and Kinect 2.0 and given that shine that only Microsoft can provide.

We at Microsoft have amazing plans for Xbox One that will make it an amazing experience for both gamers and entertainment consumers alike. I stand by the belief that Playstation 4 is Xbox 360 part 2, while Xbox One is trying to revolutionize entertainment consumption. For people who don’t want these amazing additions, like Don said we have a console for that and it’s called Xbox 360.

Some interesting ideas there if true. Sharing was only 15-45 (boo), but some great ideas about how and why it would work. Natural 'home' space to control would be great.

I think the thing that surprises me is that PS4 = 360 part 2 is some huge insult? Well people seem to like their 360s plenty so yeah. This person's attitude is grating if it's genuine.
 
tiniest_violin.gif
 

eznark

Banned
irst is family sharing, this feature is near and dear to me and I truly felt it would have helped the industry grow and make both gamers and developers happy. The premise is simple and elegant, when you buy your games for Xbox One, you can set any of them to be part of your shared library. Anyone who you deem to be family had access to these games regardless of where they are in the world. There was never any catch to that, they didn’t have to share the same billing address or physical address it could be anyone. When your family member accesses any of your games, they’re placed into a special demo mode. This demo mode in most cases would be the full game with a 15-45 minute timer and in some cases an hour. This allowed the person to play the game, get familiar with it then make a purchase if they wanted to. When the time limit was up they would automatically be prompted to the Marketplace so that they may order it if liked the game.

I knew it was too good to be true.
 
It’s 4am and I’m still up, some hours ago, we at Microsoft had to basically redact on our Always Online infrastructure and dream. Being part of the team that created the entire infrastructure to include the POS (point of sale)

Yeah, I'm sure that's what it stands for
 

LiquidMetal14

hide your water-based mammals
Which big studio is going to pick up this Hollywood level of heart break?!?!?! This has to be made into a movie!

And we need to stop making threads based on paste bins. Just like hash tags in thread titles ><
 

AgentP

Thinks mods influence posters politics. Promoted to QAnon Editor.
I always said the small print which was not released for the family sharing was going to kill the hype for it. MS was never going to let 10 people share one purchase, that loses money for MS and the publishers. Attach rates for XB180 games would have been bad.
 

Certinty

Member
Never in doubt the game sharing policy was going to be something like this. I really don't know what some people expected as quite a few seemed pretty pissed off about it being canned yesterday.
 

Burger

Member
Sounds like family sharing mode or whatever they wanted to call it had some pretty fucking big caveats.

Basically sounds like a demo of the game, but shittier.
 

T.M. MacReady

NO ONE DENIES MEMBER
Worst part is how, less than 6 months from launch, they "still weren't sure how to handle" people accessing the game more than once for the timed session.

This is why I don't really mourn the loss of some of the X1 ideas. They all seem so half baked that very few people at Microsoft understood how they ever would have worked if implemented. This whole fiasco is a mess.
 

cyberheater

PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 Xbone PS4 PS4
Nobody but Microsoft wanted this.

Gamers wanted to stick with the old model of buying and trading games. I really don't understand why a huge corporation like MS got this part so wrong.
 

luxarific

Nork unification denier
Wow.

When your family member accesses any of your games, they’re placed into a special demo mode. This demo mode in most cases would be the full game with a 15-45 minute timer and in some cases an hour. This allowed the person to play the game, get familiar with it then make a purchase if they wanted to. When the time limit was up they would automatically be prompted to the Marketplace so that they may order it if liked the game.

If true, MS was being hugely misleading in its statements re the game sharing. The clear implication was that people in your "family" would be able to play the whole game. What this is describing is more like "demo sharing".

I'm not going to cry any tears for the loss of family sharing, that's for sure.
 

DBT85

Member
As I posted in another thread.

The 48 million online nearly 24 hours a day doesn't make sense. They only sold 80 million consoles, and something like 30 million don't go online. No way the other 50 are on all day.

And the game sharing being just an advanced demo service. Damn.
 

Salaadin

Member
Just saw Wario talking about this on twitter. Its interesting to say the least but I cant bring myself to trust it because it is pastebin.

With such a short game sharing time, why even bother?

Ehh, its not a horrible idea. If thats how it was meant to work, it does highlight just how uninformative that original MS DRM policy FAQ was. Highlights all the good stuff but makes no mention of the restrictions. A lot of us felt that there was something missing there.
 

Spawnling

Member
When your family member accesses any of your games, they’re placed into a special demo mode. This demo mode in most cases would be the full game with a 15-45 minute timer and in some cases an hour. This allowed the person to play the game, get familiar with it then make a purchase if they wanted to. When the time limit was up they would automatically be prompted to the Marketplace so that they may order it if liked the game.

What?
 

eznark

Banned
Why is pastebin banned? It's just a repository for hosting text. It's like banning youtube because people can lie in videos.
 

cyberheater

PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 PS4 Xbone PS4 PS4
lol bye OP

pastebin is banned

Well it's not like we don't know what we're letting ourselves in for when we click on the thread. It's got 'pastebin' in the title.
 
MS did a horrible job of trying to sell the advantages and features of online only. They have billions of dollars and have had months/years to get this ready and completely blundered out of the gate. That being said, the family sharing with only getting a 1 hour window to play the game seems pretty dumb and most of the social sharing features seem uninteresting. Interesting to get an inside view of what happened.
 

liquidtmd

Banned
This is actually a fairly level headed approach if truly from an MS employee - 'were disappointed but only have ourselves to blame'

He should have worked in the PR team
 
First is family sharing, this feature is near and dear to me and I truly felt it would have helped the industry grow and make both gamers and developers happy. The premise is simple and elegant, when you buy your games for Xbox One, you can set any of them to be part of your shared library. Anyone who you deem to be family had access to these games regardless of where they are in the world. There was never any catch to that, they didn’t have to share the same billing address or physical address it could be anyone. When your family member accesses any of your games, they’re placed into a special demo mode. This demo mode in most cases would be the full game with a 15-45 minute timer and in some cases an hour. This allowed the person to play the game, get familiar with it then make a purchase if they wanted to. When the time limit was up they would automatically be prompted to the Marketplace so that they may order it if liked the game.

lol what? Think I found your catch. Just imagine if this is true, what all the people who were backing the family share thing would have felt when it launched.
 

Toki767

Member
Sure it could be fake, but it definitely would prove cboat right again when he said that their DRM policies were worse than they were letting on.
 

Stuart444

Member
If this is true, I wouldn't be surprised to see 'sources' (MS, third party, etc) pop up in news articles stating this stuff.

But if all we get is pastebin... I can say, it's possible but unless we hear it from someone/somewhere credible then it's most likely bullshit.
 
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