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The Xbox is a Trojan Horse
[ Posted by Dan on December 14, 2001 | 19 Comments ] Sony sells the Playstation as a loss leader, which means it sells the hardware a lower price than what it cost them. They lose money every time someone buys a Playstation. The idea is that the software sales, and lots of them, of games like Tony Hawk Pro Skateboarding will make the money back, and then some. This business model has been around for sometime and has been practiced by Nintendo, Sega, Atari, et al (except 3DO which charged $700 for their 16 bit system back in the early 90's). So these days, Sony goes thru the trouble of squashing folks who make Playstation emulators. I have commented on this before, as has Zimran at winterspeak dot com from the stance that Sony 'doesn't get it.' The idea is that if Sony allowed emulators to be sold, the user base for the game system would grow, with out having to take a loss on the hardware due to sales of the emulation software. Bleem and Connectix are the two best examples of this emulation dance. Both of which Sony sued, and eventually squashed. Why? The answer begins to reveal MSFT's plans for the Xbox. First, I can only imagine that Sony understands the economics of thier situation, and thus has another good reason for doing what they did. I imagine it has something to do with one or both of the following. The first issue is the Sony and Playstation Trademarks, Copyrights and patents. If you don't protect your trademarks, you lose them. It's as simple as that. So why not just buy the emulators are release them? Imagine the support nightmare when buyers eventually find out that not all games work under the emulators :^) The other huge (and tightly linked) issue is the control of the franchise. Without the control over the franchise, and its users, the impending 'digital hub' strategies are hobbled from the start. MSFT's strategies for the Xbox will more clearly illustrate the power of control more effectively because Sony's strategy seems to be non-existent beyond selling games. Microsoft has a trojan horse it wants to sell to you as a loss leader. It's the Xbox, and it's not just a game system (no matter how much they try to convince you of that). The system is after all, a PC with less PC-like features and more game-system-like features, such as graphics processors from NVidia (who I am a fan of). But the system still has ethernet, a hard drive, an Intel CPU, and Win2k kernel (although it is a totally stripped down version). This makes it nice and easy for MSFT, and the many software companies out there that build applications for Windows, to write PC like games and applications for the Xbox. Now, let's for a second revisit the loss leader issue. If Sony is taking a hit on every PS2 sold along and MSFT is taking a more substantial loss (estimated to be around $100 per unit, multiplied over the 1.3 millions units shipped in 2001 = huge amounts of money) you might wonder why they don't just band together, make one unified system, and sell software for that system. They could save millions on R&D, marketing, distribution, and avoid losses on hardware sales. This might also bring down the number games per unit sold that they need to sell to make a profit. Well, MSFT, being of proprietary mind and body, wants the control, which is why they are willing to lose an estimated one billion dollars over a two year period on the Xbox a loss leader. But not just for video game software sales, because there is a 'broader concept.' Witness the debacle of the demand from MSFT that users move to Passport/.net accounts for use of the MSFT online gaming network. It is foolish to think this won't be the way things are done when the Xbox goes online in early 2002. I assume this has been a test run for the impending release of Xbox online. And this is where the Trojan Hourse spills its occupants via the Passport account. Millions of users will own the Xbox by Summer of 2002, and you can expect many of them will sign up for the online-gaming-service/Passport-account for a few reasons. First, sign up will likely be free, and even incentivized, and second, online gaming is a for more compelling experience than playing alone against the computer. Han Solo said it best when he said 'good against remotes is one thing, good against the living is another.' Apply the concept of replaybility/fun to that quote, and you will see why games like Myth, Quake, Unreal Tournament, Counterstrike, Tribes2, et al, are so popular. All of these games show thousands of people playing online every day; even years after the game was released. The replayability factor (and thus value) of a game scales on orders of magnitude when online play becomes possible. Robust support in terms of 'mod'-able frameworks is a multiplier of that value in evidence in the Quake modding community. Expect the hard drive in the Xbox to make console games moddable. For Xbox owners, the compelling features and games will be there, and Passport/.Net accounts will be made, and MSFT will control it. Services that dovetail off of the critical mass will be the fruit of the Trojan Horse in the form of people buying products and services which they were directed to from the marketing materials associated with their Xbox.
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Copyright © 2001 - 2003 by Daniel Kapusta | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||