Well, the Xbox One launch/DRM details has kind of met with negative response. The misguided "consumer rights" people are out in force. No, you don't own anything (except maybe the video game hardware - and then you are licensing the software running it), you are just licensing it. People seem to grasp that concept with Steam and iOS/Android. The Xbox One is actually going to be an online system more like those (I wouldn't be surprised to see the disk version of some games phased out after 3-5 years, digital only).
Sure some of the stuff is more on the obtuse side (I think 24 hours is a little too frequent to check, though I kind of doubt it would completely "brick" a game, regardless of what they might say).
This post really isn't about DRM, it is about my idea for a "used game" system on the Xbox One. That's right, I said on the Xbox One (it should get its own digital used game store, all downloadable). It is a bit of a misnomer because it would more likely be just digital copies of games. I don't know if this kind of thing is actually possible, but here goes....
My Ideal Used Games Policy (on console):
1) Used game sales prohibited for the first 90 days after release.
2) "Used Game" Prices:
* 90-180 days: 75% of retail (so a $60 game sells for $45)
* 180-270 days: 65% of retail (so a $60 game sells for $39)
* 271-360 days: 55% of retail (so a $60 game sells for $33)
* 1-2 years 50% of retail ($60 game, $30)
* 2-4 years 35% of retail ($60 game, $21)
* Longer 25% of retail ($60 game, $15)
3) Prices paid for "Used Games" by MSFT (credit in account not cash):
* 90-180 days: 40% ($60 game gets $24 credit)
* 180-270 days: 30% ($60 game gets $18 credit)
* 271-360 days: 20% ($60 game gets $12 credit)
* 1-2 years: 10% ($60 game gets $6 credit)
* Longer: 5% ($60 game gets $3 credit)
I should have probably adjusted "credits" downward as games age, but I didn't feel like playing around with this on Excel. Hopefully all of this could be done tax free (i'm not so sure about the purchase).
The publishers and the platform holder (in this case MSFT) should split the revenue assuming a 20% "trade-in" ratio. So if a game was sold as used in the 90-180 day period that would be a $21 dollar difference (spread between price and trade in credits). Assuming 100 "used games" sold, that would be about $2,010 each for MSFT and the publisher ( $4,020 ($4,500 from the sales, minus $480 trade-in credits)).
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