| 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]. |