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Xbox One: A Menagerie Of Unknowns

Xbox One: A Menagerie of Unknowns

Phil Harrison doesn’t know the answer. He has answers, sure, but he doesn’t know which one is right. From the media—and public—perspective, it feels an awful lot like we’re getting a multiple choice question in response to our queries, but each answer is accompanied by mean mugs and shoulder shrugs. (Shimmy shimmy cocoa what.)

Stephen Totilo over at Kotaku wrote up a great piece called “The Xbox One Uncertainty Principle” wherein he brings up the flurry of conflicting reports and interviews and PR responses that they and others have been getting over the past week, starting with the next-gen Microsoft event in Redmond and culminating in the confusing As we all got to our Qs. There’s a great quote in the middle of it from Totilo:

Heisenberg’s uncertainty principle tells us that the more we try to observe a particle’s position, the less precise we can be about its momentum. Heisenberg, have we got a game console for you.

The uncertainty principle is a little more broad than that (it applies to any set of complementary variables), but we get the gist: the more we try to find out about the Xbox One, we discover just how little we actually know about it.

In the opening bit, Totilo relates to us an anecdote about Aaron Greenberg, chief of staff for Microsoft’s interactive division, saying that response to their new console was mostly positive. In fact, he says it was about 40% positive, 40% neutral, and 20% negative (though maybe some fact-checking is in order?). Unfortunately, we find those numbers to be less than accurate.

If we take a look at the Brandwatch blog, the musings of a company that specializes in monitoring social media reactions, we find that the online reaction isn’t as positive as Greenberg thinks it is. Brandwatch puts positive at 52% and negative at 48% (neutral isn’t tracked in this). AT Forbes, Fizziology puts the numbers in a different light as well: 32% positive, 10% negative, and a whopping 56% neutral.

Of course, these numbers only account for people able to interact with social media at the time, so those working, traveling, sleeping, or any other number of things preventing them from updating their Facebook or tweeting are not accounted for. And these analyses are never quite as accurate as you would like (intent is harder to derive from content without context), but media, by and large, also take themselves out of the immediate conversation and often opt for video recaps and written summaries to express their views. Same go for industry analysts. But there is archived evidence for my Twitter feed (and many others) being primarily negative the following day when thoughts were put into long-form articles.

Perhaps the most problematic of the cluster of misinformation disseminating among Microsoft (if Greenberg is an indication) is that always-online and used games are still up in the air. We’re likely to get answers in the coming weeks at E3, but it’s still distressing that something so fundamental to the console’s operation and the industry’s functionality is undecided. First Phil Harrison, corporate vice president of Microsoft, says that you can sell back used games at retail stores. Then he says you’ll sell them back online. Which is it? Or is it both?

And then when asked about what happens if Microsoft stops running servers for the Xbox One. Will the always-online requirement simply render all the consoles they’ve sold useless? Harrison, as Totilo puts it, “smiled and said something about not thinking that would happen.” Which should frighten you. It’s a thought we’ve been putting off for years as digital distribution channels like Steam and Origin and PSN and XBLA become more prominent. When—not if—those servers shut off, we will have nothing to show for all the money and time we put into that ecosystem.

While probably not totally unique among those that make those sorts of decisions, Harrison’s reaction should tell you a lot about priorities. There is no exit strategy for gamers like there is for the business itself. Microsoft can sell assets and patents and rights to stay afloat. Keeping around servers that do nothing but tell consoles it’s okay to play a game long after the device is relevant is basically a hole to throw money into. Microsoft—and its competitors—is a business, after all.

If it sounds ridiculous that Microsoft could ever not exist, consider Palm. Look at where Sega used to be and where it is now. Look at Nintendo’s current trajectory. There is a graveyard of dead companies that used to rule the roost, businesses that people would treat like the Titanic, like they were unsinkable. So when Microsoft goes under, which could be in five years or 20 years or 400 years, all of this…stuff, these video games of not insignificant cultural importance, will be lost. Games are archived on retails discs and carts. How do we archive encrypted servers that feed directly into proprietary technology?

Two and a half weeks and we might get some answers. We hope we’ll have answers, but Microsoft had better be ready with them. Fizziology put 24% of all negative reactions pertaining to always-online. Personally, I say that’s 90% of my concern right now. Another 2% is wondering when will Microsoft get their act together and give some straight answers. What’s left is for J Allard. Godspeed, Allard. Godspeed.

UPDATE: retail sources have told MCV that they can charge whatever they want for pre-owned Xbox One games, but Microsoft and publishers will get a cut. Sure, I guess, but why couldn’t Microsoft have told us this straight up?

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