The real tangle of obfuscation, though, has sprung up around crucial issues that were passed over in the conference: technical specifications, internet requirements, and pre-owned games. I don’t know enough about tech specs to find the holes in Microsoft’s information, but this is the Internet, and there are plenty of people who have.
On the subject of the console’s internet requirement, the information wasn’t vague so much as completely contradictory. Don Mattrick came out and said it wasn’t always-online – but then an FAQ turned up on the Xbox website turned up with the spectacularly conflicted phrasing “it does not have to be always connected, but Xbox One does require a connection to the Internet.”
"You do not require an always-on connection to be able to use Xbox One," said Xbox’s UK marketing director. "It is clearly designed to be connected to the Internet, and hopefully from what you've just seen you realize some of the benefits that brings. But if your Internet connection drops, you will still be able to play games, still be able to watch Blu-ray movies, and still be able to watch live TV.” But then it emerged that the console will still need to connect to go online at least once every 24 hours, according to another Microsoft exec Phil Harrison, and possibly more often – we still have no clear idea how this works.
There are two conclusions to be drawn from this: either Microsoft’s various executives don’t know what the deal is with the internet connection requirement, or they couldn’t get the message straight in time for yesterday, settling on vagueness instead of reassurance. Both would be massively uncharacteristic for a company as thoroughly marketing-trained as Microsoft. Either way, the fact that Mattrick and co spent the entire conference talking about other things suggests that they were rather hoping nobody would mention it – not an effective strategy when you’re trying to integrate something that’s clearly going to be unpopular.
Another unpopular and unclear issue yesterday was game-sharing and pre-owned sales, which was handled with the same total lack of clarity from Microsoft representatives. After a few hours of back and forth, of talk about sharing games with family but not with friends, of being able to take a game round to a mate’s house and play it but not leave it there, of mandatory hard-drive installs and purchases tied to and apparently verified through Xbox Live accounts, the company eventually settled on a message: “We have only confirmed that we designed Xbox One to enable our customers to trade in and resell games at retail. Beyond that, we have not confirmed any specific scenarios.” That's not good enough.
Surely the best way to approach these issues would have been to be upfront about them and be ready with reassurance about things like server infrastructure and ownership rights, not to purposefully ignore them and then say conflicting things when the press inevitably pushes you on the issue. This is exceptionally poor information management, and points to the broader lack of specifics that surround this whole reveal. We were shown plenty of vision, but no detail. Right now the Xbox One still feels amorphous, despite the fact that we've seen the box.