The games industry moves pretty fast, and there's a tendency for all involved to look constantly to what's next without so much worrying about what came before. That said, even an industry so entrenched in the now can learn from its past. So to refresh our collective memory and perhaps offer some perspective on our field's history, GamesIndustry.biz runs this monthly feature highlighting happenings in gaming from exactly a decade ago.
Last month we talked about one of Microsoft's big missteps with the Xbox One which was readily apparent at the time but has only become more obvious in retrospect, namely the attempted adoption of required daily online check-ins so that publishers could still command a fee when people bought a used game.
Microsoft's rush to force an inevitable and imminent future into the present was a spectacularly bad decision, a mistake that simply could not have been made at any other point in time.
Before the Xbox One, Microsoft couldn't be assured that its userbase could be assumed to have reliable online connections in order to facilitate the check-ins.
After the Xbox One, the shift to digital consumption had become so pronounced that there was basically no need for Microsoft to even bother rocking the boat with such a policy; consumers largely decided the convenience and deep discounts possible with digital distribution far outweighed the benefits of having a physical copy of the game to lend or trade in.
Today we're going to talk about another of Microsoft's terrible Xbox One strategies, but this one has a more timeless feel to it. It's the story of a company badly misreading the room, like Nintendo insisting people didn't want online games or Sony deciding it was fine to suggest users work
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