Incident: Xbox Next-Gen Always-Online DRM Controversy

Published Date: 2013-02-07

Postmortem Analysis
Timeline 1. The software failure incident of the potential requirement for the next-generation Xbox console to be permanently connected to the internet, thus blocking second-hand games, was reported in the article published on 2013-02-07. Therefore, the software failure incident happened in February 2013.
System The system that failed in the software failure incident reported in the news article is: 1. Next-generation Xbox console requiring gamers to be permanently connected to the internet, ruling out the use of second-hand games [16905].
Responsible Organization 1. Microsoft - The software failure incident in this case is related to the rumored requirement for the next-generation Xbox console to always be connected to the internet, blocking the use of second-hand games. This decision was attributed to Microsoft as they were reported to be considering this strategy for their new console [16905].
Impacted Organization 1. Gamers who would no longer be able to play second-hand games due to the activation system and always-online requirement [16905]. 2. Retailers selling physical copies of games, as second-hand games offer better returns compared to new games [16905].
Software Causes 1. The software cause of the failure incident was the implementation of an activation system that tied games to the console they were activated on and the Xbox Live account activating them, making it impossible to sell or lend old games [16905].
Non-software Causes 1. The potential requirement for the next-generation Xbox console to always be connected to the internet, which could impact the ability to play second-hand games, was a non-software cause of the failure incident [16905].
Impacts 1. The software failure incident, which involved the next-generation Xbox potentially requiring a permanent internet connection and blocking second-hand games, would have impacted gamers by restricting their ability to resell or lend games [16905]. 2. The incident could have led to increased costs for gamers as moving to the Blu-ray format and embracing alternative pricing models such as in-game purchases or subscriptions could have made games more expensive in the long run [16905]. 3. Retailers selling physical copies of games would have been negatively impacted as second-hand games offer better returns compared to new games, and the inability to resell games would have affected their profits [16905]. 4. The incident could have potentially alienated consumers as requiring an always-on internet connection and restricting second-hand game sales might have deterred some customers from purchasing the new Xbox, leading them to explore other gaming options [16905].
Preventions 1. Implementing a more consumer-friendly approach by not requiring a constant internet connection and allowing the use of second-hand games could have prevented the potential software failure incident [16905].
Fixes 1. Implementing a one-off activation system like Ubisoft did for the Splinter Cell: Blacklist game could fix the software failure incident [16905]. 2. Considering alternative payment models such as subscription services like Xbox Live Gold Service or PlayStation Plus could provide a solution to the issue of blocking second-hand games [16905].
References 1. Edge magazine [16905] 2. Ubisoft [16905] 3. Xbox 360 magazine [16905]

Software Taxonomy of Faults

Category Option Rationale
Recurring unknown <Article 16905> does not contain information about a specific software failure incident happening again at a particular organization or across multiple organizations. Therefore, the relevant information for both options is 'unknown'.
Phase (Design/Operation) design, operation (a) The software failure incident related to the design phase can be seen in the article where it is reported that the next-generation Xbox console could require gamers to be permanently connected to the internet, ruling out the use of second-hand games. This decision was part of the design of the new Xbox system, introducing a contributing factor that restricts the operation of the system [16905]. (b) The software failure incident related to the operation phase is evident in the article where Ubisoft, the publisher of the Splinter Cell: Blacklist game, abandoned its system for requiring players to be online to verify their use of games. This change in operation was a response to the failure introduced by the operation of the system, indicating that the initial requirement for players to be online was not successful and had to be revised [16905].
Boundary (Internal/External) within_system (a) within_system: The potential software failure incident discussed in the articles is related to the next-generation Xbox console's requirement for gamers to be permanently connected to the internet and the activation system that ties games to specific consoles and Xbox Live accounts. This within-system failure would prevent the use of second-hand games and could lead to issues such as always-online requirements, restrictions on game lending, and potential impacts on pricing models for games [16905]. (b) outside_system: The articles do not provide information on a software failure incident related to contributing factors originating from outside the system.
Nature (Human/Non-human) non-human_actions (a) The software failure incident occurring due to non-human actions: The potential software failure incident discussed in the articles is related to the next-generation Xbox console potentially requiring gamers to be permanently connected to the internet, thus ruling out the use of second-hand games. This requirement would be enforced through an activation system that checks the registered user of the game each time it is started up, making it impossible to lend the game to a friend. This non-human action, implemented through the software activation system, would restrict the transferability of games and tie them to specific consoles and Xbox Live accounts [16905]. (b) The software failure incident occurring due to human actions: The articles do not specifically mention any software failure incident resulting from human actions.
Dimension (Hardware/Software) hardware, software (a) The software failure incident related to hardware can be seen in the article where it mentions the hardware issues faced by Microsoft with the Xbox 360, known as the 'red ring of death'. Thousands of gamers reported hardware issues, which cost Microsoft $1 billion to fix [16905]. (b) The software failure incident related to software can be inferred from the potential failure of the new Xbox console due to its always-online requirement and restrictions on second-hand games. The article discusses the backlash and potential negative consequences of requiring an internet connection for gameplay and blocking second-hand game sales, which could be considered a software failure in terms of user experience and market acceptance [16905].
Objective (Malicious/Non-malicious) non-malicious (a) The software failure incident described in the articles is non-malicious. It is not a case of failure due to contributing factors introduced by humans with the intent to harm the system. Instead, the incident revolves around potential changes in the next-generation Xbox console that could impact users' ability to play second-hand games and require a constant internet connection for game activation and verification [16905]. The focus is on the implications of these changes on the gaming community, pricing models, and the gaming industry as a whole.
Intent (Poor/Accidental Decisions) poor_decisions The intent of the software failure incident related to the Xbox 'always-online' and 'no second-hand games' policy can be categorized as follows: (a) poor_decisions: The incident can be attributed to poor decisions made by Microsoft regarding the requirement for gamers to always be connected to the internet and the restriction on second-hand game sales. This decision was seen as potentially alienating customers and limiting the appeal of the new Xbox console [16905]. (b) accidental_decisions: There is no clear indication in the articles that the failure was due to accidental decisions. The focus is more on the potential negative consequences of the decisions made by Microsoft in implementing the new policies for the next-generation Xbox console [16905].
Capability (Incompetence/Accidental) accidental (a) The articles do not provide information about the software failure incident occurring due to development incompetence. (b) The software failure incident related to accidental factors is mentioned in the article. Ubisoft, the publisher of the game Splinter Cell: Blacklist, abandoned its system for requiring players to be online to verify their use of games due to the failure of the always-on anti-piracy measures. This change was made after facing challenges and feedback from users [16905].
Duration unknown The articles do not provide information about a software failure incident being either permanent or temporary.
Behaviour crash, omission, value, other (a) crash: The article mentions a past hardware issue with the Xbox 360 known as the 'red ring of death,' where thousands of gamers reported hardware issues causing the system to crash [16905]. (b) omission: The potential software failure incident discussed in the article involves the system omitting to perform its intended functions, specifically related to the activation of games and the restriction on second-hand game use [16905]. (c) timing: The article does not specifically mention any software failure incident related to timing issues. (d) value: The potential software failure incident discussed in the article involves the system performing its intended functions incorrectly, such as tying games to specific consoles and accounts, making it impossible to sell or lend games [16905]. (e) byzantine: The article does not mention any software failure incident related to byzantine behavior. (f) other: The potential software failure incident discussed in the article involves the system behaving in a way not described in the options provided, specifically related to the requirement of an always-on internet connection, potential pricing models, and restrictions on second-hand game sales [16905].

IoT System Layer

Layer Option Rationale
Perception None None
Communication None None
Application None None

Other Details

Category Option Rationale
Consequence property, no_consequence, theoretical_consequence (a) death: People lost their lives due to the software failure - There is no mention of any deaths caused by the software failure incident reported in the articles [16905]. (b) harm: People were physically harmed due to the software failure - There is no mention of any physical harm caused to individuals due to the software failure incident [16905]. (c) basic: People's access to food or shelter was impacted because of the software failure - There is no mention of people's access to food or shelter being impacted by the software failure incident [16905]. (d) property: People's material goods, money, or data was impacted due to the software failure - The software failure incident discussed in the articles relates to the potential blocking of second-hand video games on the new Xbox console, which could impact the resale value of games and potentially affect retailers who rely on second-hand game sales for profits [16905]. (e) delay: People had to postpone an activity due to the software failure - There is no mention of people having to postpone any activities due to the software failure incident [16905]. (f) non-human: Non-human entities were impacted due to the software failure - The software failure incident primarily revolves around the potential restrictions on second-hand game sales and the always-online requirement for the new Xbox console, with no specific mention of non-human entities being impacted [16905]. (g) no_consequence: There were no real observed consequences of the software failure - The articles discuss potential consequences of the software failure incident, such as the impact on second-hand game sales and the gaming industry, but do not mention any real observed consequences resulting from the incident [16905]. (h) theoretical_consequence: There were potential consequences discussed of the software failure that did not occur - The articles mention potential consequences of the software failure incident, including the impact on second-hand game sales, retail profits, and pricing models for games, but these consequences are still theoretical at the time of reporting [16905]. (i) other: Was there consequence(s) of the software failure not described in the (a to h) options? What is the other consequence(s)? - There are no other specific consequences of the software failure incident mentioned in the articles [16905].
Domain entertainment (a) The software failure incident reported in the articles is related to the entertainment industry. The incident involves the next-generation Xbox console potentially requiring gamers to be permanently connected to the internet, which would impact the use of second-hand games and introduce new pricing models for games [16905]. The incident also discusses the implications for retailers who sell physical copies of games, as second-hand games offer better returns compared to new games [16905]. Additionally, the articles mention the potential shift in pricing models for games, including in-game purchases, subscriptions, and displaying ads within games [16905].

Sources

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