Could you explain this analogy because it makes zero sense to me.
>The other issue? For the author to be completely honest, every "benefit" mentioned in the article should have "for a fee" added to the end of it. It's not very fun or innovative to get nickeled and dimed every step of the way. The fact that the public received 3 different messages about digital sharing costs (the three being no cost, a small fee, and the full price of the game) didn't help matters, either.
Could you link to the three different sharing cost messages?
>Compare that with Xbox One, where games are likely to be in the 10-20GB range and $60.00 (formerly with fees for sharing and resale). If you consider sharing to be going over to a friend's house, entering your password, then waiting 3.5 hours for a download to finish to be in some way innovative or interesting, then you are clearly not the target market for this device. Gamers want instant gratification, not waiting around for downloads and jumping through hoops.
I would imagine they would allow you to play parts of the game without needing to install the whole game, similar to Steam.
>The DRM-laden, no-money-left-behind nature of Xbox One in the context of tech in 2013 (a jungle of price fixing, nickeling/diming, credit card storing, and "convenient" subscription modeling) is precisely the status quo that consumers are finally revolting against.
How is it different than Steam, other than speculating that Microsoft would never aggressively discount games as much as Steam does now (even though it took them several years for their store to be well-liked by gamers)?