Showing posts with label xbox one. Show all posts
Showing posts with label xbox one. Show all posts

Sunday, 28 July 2013

Now that we have Chromecast, is it time for 'Xbox TV?'




A funny thing happened to me when I made a comparison chart this week listing what you can watch on Google's new Chromecast versus Apple TV and Roku. A few people asked why I didn't list the Xbox. The answer is that the Xbox is a different class of device, to me. And if I'm not thinking of it alongside streaming media devices, consumers might not, as well. That's an opportunity for Microsoft.
I love my Xbox for gaming. But I've also streamed Internet-based video content through my Xbox, just as I have through my Apple TV and my Roku. Usually, it's HBO Go content, because of whatever is the ridiculous licensing issue that prevents DirecTV subscribers from enabling HBO Go on the Roku.
There's no question that the Xbox is a great streaming media device. Indeed, here's how it compares to the other three devices, in terms of support for what I consider to be the essential app-based "channels" that an Internet-to-TV device should include:
My article for Marketing Land, What You Can Watch On Google Chromecast, Apple TV, Roku & Xbox, explains more about the chart, why I consider these channels (Netflix, Hulu Plus, HBO Go) important and more on how they work, so I won't repeat that here.
Natively, without having to open up a laptop or play around with settings, Xbox supports even more major options than the others. So what's the problem? Why wouldn't everyone buy an Xbox to stream video material?
The problem is that the Xbox is also a streaming media device, a capability added on to what I'd argue remains its main function, being a gaming console. That leads to two issues for consumers who may consider it versus one of the other devices:
  • It's overlooked or not thought of alongside the others
  • It's at least twice the price or more than the others
I think if you're a consumer not already considering Roku or Apple TV, and the now sold-out Chromecast has got you reassessing the space, you might take a closer look at the other two. But would you contemplate an Xbox? It's probably not showing up in comparison reviews for the same reason it wasn't in my article, because it's really a different class of device. It does more; the primary purpose still seems game-oriented, and it sure costs more.
Why can't I have that in a much smaller box, at a much smaller price -- and which doesn't take longer to load than my Apple TV or Roku, or make as much noise operating? That might be a hit for Microsoft in the way the Chromecast may be turning into for Google.That's where Microsoft's opportunity lies. Why not make an "Xbox TV" streaming media device, of a similar nature to the Roku, Apple TV or Chromecast? Lose the gaming functionality, focus on the video (and perhaps music), and Microsoft might have a way into people's living rooms who might otherwise dismiss the Xbox.
When I was discussing on Twitter about my initial omission of the Xbox in my comparison, that's where I thought of the "Xbox Live" idea, that it seemed such an obvious move that Microsoft should make. Then Tom Warren pointed out to me his article in The Verge, on rumors that an Xbox TV-type of device is coming.
Warren says Microsoft's plans have put this type of device back until next year. Xbox TV may be coming, and if so, perhaps Microsoft should accelerate its development.


Xbox One Wireless Controller, Play and Charge Kit and Chat Headset available for pre-order


DNP Xbox One Wireless Controller, Play and Charge kit and Headset up for preorder
Already locked down your Xbox One Day One Edition order? Now's your chance to also reserve its initial batch of accessories (including that mono Chat Headset, which isn't included with the console). The Wireless Controller ($60), Play and Charge Kit ($25) and Chat Headset ($25) for the Xbox One have all popped up for pre-order at the Microsoft Store. The One's gamepad rings up at five bones more than the 360 variant, but it's also available as a $75 bundle with the Play and Charge Kit (roughly 10 dollars in savings). Joystiq notes that Gamestop and Amazon are also options, albeit only for the controller itself. If you plan to reserve any of the accessories, we'd suggest taking Microsoft's Dec 31st arrival date as a loose estimate -- the One releases in November and Amazon is pegging the controller for November 27th.


Monday, 10 June 2013


Why Xbox One's used games policy doesn't need to be the end of gaming as we know it

Last week, Microsoft finally provided some additional information on how the "game licensing" policy will work for the company's newly introduced Xbox One. It was our first peek behind the curtain on how discs, digital downloads, game sharing, and Xbox Live accounts will work and interact on the upcoming game console.
The new policy explicitly states that the new system was designed so that "game publishers can enable you to trade in your games at participating retailers." But reading between the lines of that lawyery language, most gamers took that to mean that the aftermarket for the buying and selling of used Xbox One games was dead on arrival.
The howls of outrage and calls for boycotts began immediately.
Why the unprecedented wave of righteous indignation? Is this truly the end of a way of life for gamers everywhere?
Well, yes. But that's because we've been living in a transitional age. One with a loophole in the form of shiny silver discs.
In reality, that's what the outrage is all about: the closing of that loophole. One we've taken for granted for 30 years. I can sympathize with that. We've had it pretty good up to this point. But believe me, if the technology existed in 1985, there is no way on Earth that Nintendo would have allowed you to let a dozen of your friends borrow your copy of Super Mario Bros.
Why? Because each time you lend the game out to a friend, it's money lost for the publisher and, more importantly, the developer. And ultimately, that's not good for the industry.
But gouging the customer isn't a solution, either -- and that's what many gamers feel is happening if the subsidized economy of game resales is shut down.

Physical media's last gasp

We've all dealt with the digitization of most of our entertainment. Carrying around an MP3 player is better than switching discs out on a portable CD player. Reading your Kindle is easier than lugging around hardcover books.
All of these conveniences have come at the expense of physical media. But because video games operate with much larger file sizes, they have remained on the outside looking in when it comes to digital distribution. The idea of physical ownership has evaporated into owning a license, which has become the way we symbolize virtual possessions.
That's what your e-book library is: a collection of digital licenses. And your iTunes collection. And your video collection. All that stuff in the cloud? Licenses instead of discs. And the gaming industry is just finally catching up.
Let me be explicitly clear: I am not defending money-hungry corporations that want to turn you upside down until moths fly out of your pockets. But I do think we're overlooking the developers who create these works of art for our playing enjoyment. I want them to feel that their work can be supported through the empowerment of gamers. I want them to be able to measure that.

Winners and losers

So who loses out the most in the evolution of licensing? We all do, but maybe some more than others. The "binge and resell" gamer will probably feel it the most. This gamer will finish a title in a weekend, then resell it at a brick-and-mortar store -- or an open marketplace for a better return -- and get a maximum value for a nearly new game.
Who else? Gamers who rely on buying used games. But this might be fixable. Each game has a diminishing value the second it's released -- and in the case of used games, opened. In an open market that price fluctuates, where at a chain retailer it's predetermined. (Just think how most new games are sold as used for $5 below full price.) The gradual lowering of the game's value in the open marketplace is something that can be adopted into the new dynamic pricing structure of Xbox and PlayStation's digital stores. Just like the way Tomb Raider (released in March) is now sold for $45 used, so, too, can the official Xbox One pricing be in its digital store.
Here, the middleman reseller is bypassed, and the money is going to the makers of the game -- or at the very least, headed in the right direction.

Steam's all-digital success story

My biggest problem with the bandwagoning and witch-hunting that's been floating around is double-sided. First off, we don't really know the full story about PlayStation 4 and its policies regarding licensing, so the angst aimed solely toward Microsoft might be unfair. The playing field is still open. Second, a lot -- but not all -- of the core elements of the licensing system Microsoft is outlining for Xbox One are similar to Steam.
A word-of-mouth hit with PC gamers, Steam has managed to develop an overwhelmingly positive reputation with gamers thanks to its frequent sales, ease of use, game management, empowerment of its loyal community, and support for the independent gaming scene. It's owned and operated by Valve, a developer responsible for franchises like Half-Life and Portal.
But where there are similarities in structure, right now there doesn't seem to be much congruity in philosophy with Valve's game distribution platform. That imbalance is manifested primarily in one of the most important elements regarding all of this: pricing.
Flexible pricing is what has made Steam a PC gaming haven. I recently bought every single Grand Theft Auto game ever made on Steam for under $15 -- total. That's spectacular. Sales and deals can revive catalog titles, and make them attractive to a new group of consumers. And publishers can get revenue they'd otherwise miss out on: 100,000 consumers paying $10 for an older game beats out 10,000 paying $60.

How to get gamers to stop worrying and love the Cloud

As my colleague David Carnoy recently explained, the "value" of games is as much about psychology as it about economics.
As Carnoy pointed out, if used games can't be resold, they're "worth" less to the buyer. If Microsoft and Sony want to appear that they're in this for the gamers, they need to address that value discrepancy. And following Steam's model is the best way to do that.
New games are going to cost the most, I get that. But surely the money saved in not having to manufacture and ship physical media can chip away at the price of a game. Better yet, incentivize game buying. Offer digital punch cards. "Purchase three Xbox One games and get 20 percent off your next." Offer weekend sales. Bundle titles together. Give us reasons to get excited about browsing an online store, the way it is when discovering a great deal on Steam.
Meanwhile, there are other elements of the Xbox One game-licensing policy that are undeniably positive. First, up to 10 family members can use your account regardless of which Xbox they're on. Second, some disc games will be able to be loaned to a friend for free as long as that person has been on your friends list for a month. If you want to bring a game over to a friend's place, you can log in on his system and download it.
You'll have all your games no matter where you go. As long as there is an Xbox One, you'll have total access to everything you've purchased. (You know, just like Steam.)
No, we can't have our cake and eat it, too. I read a lot of enthusiast sites crying about how the shift away from used games is a crime against the culture of gaming, but they ignore that the switch to digital is simply another evolution of the medium. A lot of things have changed in 30 years.The point is this: this new world of gaming doesn't have to suck.
There's a stench of hypocrisy that emanates from a class of gamer who demands progress on every level from a new console, yet belligerently revolts at the discovery that games won't be delivered on plastic discs any longer.
The funny thing about Steam is that no one complains about the lack of discs, or the dearth of game lending and reselling. That's because its convenience and affordability trumps any downsides.
If Microsoft and the game publishers follow Steam's model and create a more dynamic digital marketplace, the death of used games will be a small footnote, not an epitaph.
It's a big if. But one that could well determine the success or failure of the next generation of consoles.



Thursday, 23 May 2013


How Sony and Nintendo can battle the Xbox One

Microsoft's Xbox One is out of the bag, and the next-gen console war's in full swing. So what happens next? Truthfully, the Xbox One, PlayStation 4, and Wii U are still big boxes of mystery -- even though one's already been out in stores for months.
So, how will this new gaming landscape shake out? Sony and Nintendo, the also-rans to the current success story of Microsoft and the Xbox 360, will have options. But they're not always pretty.

Sony

Differentiate or die
Under the hood, the PlayStation 4 and Xbox One are more similar than any two gaming consoles have ever been: both have AMD-based processors, Blu-ray video capabilities, camera bar sensors, and motion controls. And both promise cloud service improvements. Microsoft may have the edge on TV-input promise, but that's not an ace in the hole. Sony needs to explain why people would choose a PS4. That "share" button isn't enough. Microsoft's clearly going after Sony's media-hub consumer electronics strategy and design aesthetic, so PlayStation needs another angle.
Cloud streaming: find the killer app
Sony's Gaikai acquisition and PS4 integration have potential, but what's the amazing feature that people can understand? Sony has already muddied the waters with its current PlayStation Certified program, which delivered only old original PlayStation games on a handful of tablets and phones (like Sony's own Xperia line). Sony needs to reboot this concept and make it real: play any PS4 game on any Android or iOS device so long as you have good bandwidth and aPlayStation controller at hand. It's a tall order, to be sure. But that would be a game changer (pun intended).

Think the Amazon Prime approach: lots of great content, and the rest you pay for individually. (And, combined with the streaming approach listed above, you could play them anywhere.)Turn PlayStation Plus into Netflix-meets-Amazon Prime

Sony's done a nice job of offering a lot of freebies with the PlayStation Plus. It could go further: what if Sony actively curated a catalog of older games for every platform and gave many of them away for free to subscribers?
Triple down on original and curated content
Sony as a game studio has a big edge on Microsoft: its first-party efforts have often better. Plus, there's Sony's little-discussed "pub fund" that finds new talent out of game-design schools like USC, leading to console-defining indie efforts like Journey and The Unfinished Swan. Even if Sony sells off its music and TV ventures, the game-development studios should strengthen, and focus on providing a thriving, open platform.
Be even more 'gamer-friendly' than Microsoft
So, this is a tough sell: Xbox Live is the best online service of the gaming generation we're in right now. But in talking to people after the PS4 and Xbox One events, I hear more gamers satisfied by Sony's "game and specs porn" approach thus far than by Microsoft's, which focused on the Xbox One's wide range of entertainment options, leaving actual games to be discussed at the company's E3 press conference later in June. Maybe Sony can run with this and present an even more gamer-oriented take this time out, rather than the traditional Sony "home entertainment plus games" package. Then again... narrowing focus doesn't feel like a proper strategy against Microsoft.
Price
Maybe the PS4 can be more affordable than the Xbox One... but sacrificing profitability on hardware can be a Pyrrhic victory.

Nintendo

Give up on "next-gen"
Nintendo's already lost the next-gen wars, if the trophy's given to hardware. The Xbox One and PlayStation 4 are a different class of product, and studios like EA are sending a clear message: the PS4 and Xbox One stand together, and the Wii U stands alone. But Nintendo never won with the Wii on pure power: it was a GameCube under the hood with a new controller that won on selling a fun proposition to families. So...play to those strengths.
Focus on kids
The Wii, the Nintendo DS/DSi, and now the 3DS thrive on being kid-friendly and parent-friendly. The Xbox One, with its imposing piano-black finish and AV-receiver facade, isn't for kids. It's for parents. The PS4 looks like it's for mature gamers. Nintendo needs to keep focus on kids and family -- and stop trying to shoehorn hard-core gamers in.
Make it cheap
If the Wii U were half the price of an Xbox One or PS4, there might be some hope. But that aggressive strategy needs to start now. The Wii always had a price edge on the Xbox 360 and PlayStation 3, but the current $349 price is just too much. The "Basic" Wii U SKU just got slicedfrom $299 to $239 at Target -- that's a start, but Big N needs to be even more aggressive.
Revise the GamePad hardware
It's bulky and has terrible battery life. Shrunken down and boasting better performance, it could change perceptions of the Wii U. It needs to work better, and the Wii U software needs to be far less laggy.
Make your own games
I said this before. I'll say it again. Mario, Zelda, Metroid. More please. Repeat again. Do it a lot.
Fix or dump TVii
There are interesting ideas baked into Nintendo's TVii strategy: the GamePad as IR remote control, and the easy-to-swap way that streaming video leaps between tablet and television. But TVii is a half-baked product as far as the way it works with cable boxes. We'd prefer Nintendo to keep TVii...and figure it out a little better


Wednesday, 22 May 2013



Xbox One controller gets programmable trigger buttons, design refinements

The newly announced Xbox One is getting a refined controller. It looks a lot like the Xbox 360's controller, with "40 technical and design innovations," according to Microsoft.

Live from Microsoft's Xbox One reveal (pictures)

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Microsoft says developers will be able to program specific types of feedback into the trigger buttons of the new controller. The thought being that the trigger buttons will provide different types of feedback depending on if you're playing a racing game or a first-person shooter.

The controller will also link with Xbox One's new Kinect sensor for Xbox One, which may mean Kinect will need to stay plugged in at all times if you actually want to play games.Gone are the "start" and "back" buttons from the Xbox 360 controller, now replaced with what look to be an app-switching button and possibly a menu button. The new controller supports Wi-Fi Direct radio stack and has a newly designed "precision" directional pad and an integrated battery compartment (no more bulky battery alcove getting in the way).

Compared with the DualShock 4

We probably won't get any hands-on time with the Xbox One's controller or the DualShock 4 for the PlayStation 4 before E3, but there are a few ways in which we can compare them with each other now.
The DualShock 4 differentiates itself with a clickable touch pad on the front -- giving developers an additional option when designing games, although we've yet to see it in actual application.
Also, the lightbar includes some Move capability, allowing the PS4 to track the position and identify where the controller is and, if need be, actually adjust the split-screen orientation during multiplayer couch gaming. The Xbox One will accomplish this with assistance from Kinect, as it automatically tracks who's holding which controller.
The DualShock 4 also gets a Share button, a built-in speaker, and a headphone jack. Share allows players to quickly upload game footage to the Internet for others to see and while the Xbox includes a similar capture-and-upload feature, it's unclear if it will be as simple to use as Sony's ostensibly is.
The Xbox One uses Wi-Fi Direct to connect its controller, while the PlayStation 4 relies on Bluetooth 2.1 + EDR. On paper, Bluetooth 2.1 + EDR's theoretical 3Mbps maximum speed is clearly outclassed by Wi-Fi Direct's 250Mbps theoretical throughput. However, whether this difference will result in any tangible difference remains to be seen.
The problem with comparing the two controllers right now is that we've yet to actually use them for what they're designed for: playing games. Check back in a few weeks during E3, as we're hoping to get copious amounts of play time.