disolitude said:
I've worked on code and functionality changes on iOS video streaming apps that included DRM and user authentication. One of these apps has been in the iOS store top 10 downloads in Canada for the last 6 months so they are obviously fairly big apps with lots of users. The amount of dependancies around DRM, both technological and contractual is something you just cannot grasp. And I imagine something like family sharing on Xbox which is a global brand would require months, if not years of work to sort out in therms of contractual requirements and technical implemetation. Now if a change is made last minute, like it was with Xbox One DRM, its downright impossible to get all ducks in a row even if the technical aspects can be changed in time. There most likely were many contractual dependancises to make this family sharing work, all of which changed when the 24 hour check in was lost, used game sales model wasn't revised and all digital future was postponed until Apple and Google decide to do it. |
Actually I had already thought about that, and contractual dependancies were something I personally argued about at announcement. What kind of contract would require EVERYTHING to be completely shared? What you're saying makes no sense. Gamestop would be adamantly against such a policy as it would destroy game sales in the retail environment, both new and used.
And now you're arguing that instead of using a modified attempt, they INVALIDATED the contracts completely? Listen to yourself. If there were contracts in place, then MS broke all of them by removing it.
No.









