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Forums - Gaming - Sharing With 10 Friends Was Better Than Used Games, You Guys Complained For Nothing

wick said:
disolitude said:

So again, this freedom thing you bring up seems a lot more limiting now.

Do disk based games sync their setting and saves in the cloud?

When I go to my friends place with a disk based copy of Halo 5, does his console know what my controller settings are?

 

I don't want to argue with you anymore disolitude but doesn't the xbox360 already have this with cloud saves?

I have 2 consoles. One in my man-cave and one in my family room and regularly swap between them and all my game saves are taken care of. I'm not sure about settings but I think it's the same.

Xbox 360 does have synced saves and settings if you use cloud storage(500 mb of cloud storage). But this is not how steam and PCs work which is a lot closer to how Xbox One will work. Everything is automated on the Pc and you don't have to worry about selecting storage.

Up until this DRM change today there was absolutely no reason for microsoft to implement or even consider cloud saves and settings in seperate storage outside of the game. The disc based game no longer syncs with your Xbox live online account so they need to implement game saves and settings that can be stored on the cloud seperatly from the game while digital ones are stored with the game. Maybe they thought of that...who knows.



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The Fury said:
TheBlackNaruto said:
I am confused in this thread. For the GAMING industry the sharing with 10 people WAS NOT a good idea at all. Hence the reason Sony cut it from 5(or 7) to 2 people. Because people took FULL advantage of it. One person buys a map pack and 6 more download it for free. Or one person buys a game and 6 more download it for free. And yet BASICALLY say folks are being cheap and don't want to pay full price for games while SHARING the games with 10 other folks is supposed to be better...I don't get it. Yet by having them change this it will at least make things better for developers and stuff...just my opinion of course.

I mentioned this earlier and this needs to be mentioned over and over until people get it. They said used games were bad, yet this was fine?

Double standards.

Double standards indeed, I don't get it...smh



The absence of evidence is NOT the evidence of absence...

PSN: StlUzumaki23

You guys are delusional if you think family sharing had the slightest chance of working as you concocted inside our little heads after a few twitter posts and an interview on Anandtech.

It was obvious MS was on panic mode after the backlash from the E3 and the scant pre-orders and was trying to devise a way to make their "vision of the future" more appealing. The result was a bit of hastily prepared smoke thrown to mask a gaming environment that was misconceived and deranged at its heart.

In the end of the day, what we got was simply the most realistic option: the notion that not every change comes from the best and trying to force your hand guiding the electronics market to your vision is something no one but Steve Jobs managed to do, and both Nintendo and Sony already had failed doing the same thing with the N64 and the PS3.



 

 

 

 

 

ok this is unconfirmed, but if this is family sharing then it def isn't what some were looking forward to.


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.

http://pastebin.com/TE1MWES2

Note First part I didn't include since it was long, go to link if you want the opening.



BloodyRain said:

ok this is unconfirmed, but if this is family sharing then it def isn't what some were looking forward to.


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.

http://pastebin.com/TE1MWES2

Note First part I didn't include since it was long, go to link if you want the opening.

If true that system sounds horrible, Sony already offers free one hour demos for people on Plus. This is just a glorified version of that, now having the real ability to own and share your games is much much better.



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You guys keep blaming Sony and the people who complaint, but don't blame MS:

1-Everything was a PR disaster.
2- They should have highlighted the sharing thing at E3 and they should have explained it better and in more places.

They could not sell the idea, but that was largely their fault.



Sharing w/10 friends? Thought it was 10 family members. Anyway, seems to me the only ones that really wanted this were freeloaders.

Not namecalling at disolutide, but look at him, he wanted to convince friends about this "feature".

Anyway, it sucks they removed bad things but also the features.



Sorry for bad English.

 

Darth Tigris said:
Yep. This basically sets console gaming back another 5-7 years while other products continue to cut into it's market share. Congrats, gamers. You just doomed console gaming's ability to survive this decade.

The parallels of this to the ending of a recently released AAA game prove irony's still got it ...

Yes, because restrictive policies are going to move the industry forward.

Think of it this way; if Microsoft thought their policies were fine and dandy, plus they were going to move the industry forward, what would they care what the gamers/consumers think? They would push these policies if they knew they were going to work. Well, they weren't.



BloodyRain said:

ok this is unconfirmed, but if this is family sharing then it def isn't what some were looking forward to.


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.

http://pastebin.com/TE1MWES2

Note First part I didn't include since it was long, go to link if you want the opening.

If people thought MS would add DRM and then give you the freedom to share all your games with 10 ppl with no strings attached, they need to pass me some of that good stuff they're smoking. This post just proves how lame their system actually was.



"Common sense is not so common." - Voltaire

Platinumed Destiny, Vanquish, Ninja Gaiden Sigma Plus, Catherine, and Metal Gear Rising. Get on my level!!


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i will get banned if i said what i really felt. goodluck to you and your drm dreams.