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In an interview with Eurogamer today, Microsoft Studio’s vice-president Phil Spencer responded to recent criticisms from Sony (in the video below), noting that Microsoft’s willingness to listen to its customers was a strength, not a shortcoming.
When Microsoft decided to change a number of its policies for the Xbox One—like ditching an always-online console and mandatory Kinect—some took it as a sign of positive change for next gen. Still, during yesterday’s Sony presentation at Gamescom (a game trade fair held in Germany), Andrew House, president of Sony Computer Entertainment, criticized Microsoft’s change.
“While others have shifted their message and changed their story, we were consistent in maintaining a message that is fair and in tune with consumer desires,” House confidently stated, right before revealing the date that the PlayStation 4 will launch.
Phil Spencer doesn’t think the criticism is warranted, judging by his remarks in the Eurogamer interview.
“Other people will do and say what they’re going to say. Fine. We’re running our program. That’s a strength of who we are,” Spencer said.
“We built a platform for gamers. Gamers invest their time and their money in the things they want to play, and they’re going to invest their time in telling us what they love about the platform, and they’re giving us feedback on areas where they have more critical feedback.
“The two-way conversation we have with our customers is a strength. Certain people have tried to turn that into something that’s a bad thing about what we’re trying to do, and I just disagree.”
You can read the rest of the interview here, although it should be noted that Microsoft may bring back some of the features that were cut after the backlash, provided that people want them—some of the features, like always-online, although not convenient for all players, were the result of a vision of a digital future. Stripping away the marketing speak, what I mean is that the policies that Microsoft initially had in place could have allowed for arguably progressive scenarios such as family-sharing plans, not being restrained by discs, and lowering game prices, amongst other things. Still, creating a “digital ecosystem” remains a “core philosophy” according to Spencer.
After an explosive multiplayer reveal last week, Call of Duty: Ghost’s has been a hot topic. As always, Microsoft have once again established the Xbox brand as the ideal place for any Call of Duty fan.
Through the power of Xbox One’s Cloud, Ghost’s players on the console will gain access to dedicated servers – a first in the franchise. Furthermore, Ghost’s will be bundled with Xbox One’s upon release. Pricing is yet to be announced.
To further sweeten the deal, Infinity Ward also provided us with new footage of the game. In it, we get to witness the enthralling Crank gamemode, as well as Search and Rescue – both new game types that have went down well with the community.
This was one of the interesting games shown off in yesterdays Sony conference at Gamescon
A Sims style Music festival game, that actually uses unsigned artists (how they got those I don’t know, but I WILL be looking into for our showcase bands, hence the interest)
Now what really got me on this, as I am a huge Sim style game player, I love god games, but one that actually uses real artists and their music is intriguing
Bethesda’s The Elder Scrolls Online will follow a subscription-based business model.
The general manager of Zenimax online confirmed monthly subscriptions for the game, revealing that players will have to purchase the game, which comes with 30 days free, after which they’ll pay $14.99/€12.99/£8.99 per month.
“The Elder Scrolls games are all about allowing the player to go where they want, be who they want, and do what they want. We feel that putting pay gates between the player and content at any point in game ruins that feeling of freedom, and just having one small monthly fee for 100% access to the game fits the IP and the game much better than a system where you have to pay for features and access as you play.
“The Elder Scrolls Online was designed and developed to be a premium experience: hundreds of hours of gameplay, tons of depth and features, professional customer support – and a commitment to have ongoing content at regular intervals after launch. This type of experience is best paired with a one-time fee per month, as opposed to many smaller payments that would probably add up to more than $14.99/month any way.”
With other games dropping subscription for Buy to Play or Free to Play with cash stores, what do you think of Bethesda’s choice?