Observation: There are a number of big players in terms of console distribution, and several have high stakes in the resale market. Negotiating a path forward for family sharing plans (and digital resale) would naturally need to take into consideration these 2nd-hand-game-sales-heavy “distribution partners,” or risk being deprioritized in their launch plans.
Rumors are that Sony had two different presentations queued up that GDC. One in which they demonstrated similar capabilities (having made similar negotiations with resale chains), and one in which they didn’t. Given the media’s reaction, they went with the physical media pitch for their presentation, and underscored the need to have an offline mode. But that’s just rumor.
I could speak for hours for my perspective as to how Xbox got into that position in the first place, but at the end of the day all of that was above my paygrade.
What’s not rumor, but also not much I can speak to externally, is just how much the organization had bet big behind this innovative primary-online experience. There’s a lot of work that has to be done at the OS level, and if you can guarantee consoles are going to be online when they boot up you have critical extra months for polish.
Now imagine how many features have to be cut, and how much overtime required, just to make the ship date, when you announce it’s no longer “always online, always connected” 3 months before Release To Manufacturing lockdown (which is, itself, a significant number of months before the launch date you were targeting to have dashboard features polished). And it has to be rock solid, because any security issues in offline launch hardware can an will be exploited.
I’m amazed to this day the herculean effort demonstrated by the Xbox organization during one of the largest launch pivots I’ve witnessed… and it was effectively invisible to the rest of the world.
I laud anyone and everyone to hold us accountable, absolutely!
I again request details for customers that have had a bad experience getting a return for Cyberpunk 2077. I’m not in service, but I do work in a AAA studio at Microsoft and may be able to raise visibility to identify the underlying issue. I’ll reiterate that, from my reading, nearly everyone had been able to get a refund after requesting one (I’m guessing the ones that didn’t likely played a significant portion of the game). But I want to challenge my understanding, as it seems you have different sources.
Opinions and anecdotes my own, and not necessarily those of my empoyer.