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TopicM$ Exec: XboX 'Lost' Console Wars To Sony/Nintendo...
streamofthesky
05/07/23 12:19:00 AM
#22:


ConfusedTorchic posted...
this has never been true ever
Happened to me when I started up my PS3 and PS4.

this isn't a console only problem
That's not what I said. I said consoles became more like PC gaming, inheriting all the negatives. You're agreeing with me.

not a console only problem
not a console only problem
See above.

your post was fucking stupid and just demonstrably wrong on every single level.
Well, you would be the expert on that, Helly.

go outside. none of that even began on consoles, it all started with pc games. on consoles, microsoft didn't do jack shit.
Learn to read? That was my whole argument, that it started on PCs and became problems for consoles as well.

dlc started with the satellaview, the online thing for the super nintendo. then sega had theirs for the saturn or genesis, then dreamcast. nintendo 64 had the 64dd, ps2 has the network adapter + hdd thing, ect.
And Overwatch wasn't the first game to ever have loot boxes. It's the game that popularized them.
I've never even heard of most of that shit. Was it even called "downloadable content"?
Also, PS2 was the same gen as the Xbox.

https://en.wikipedia.org/wiki/Downloadable_content

While the Dreamcast was the first home console to support DLC (albeit in a limited form due to hardware and internet connection limitations), Microsoft's Xbox console and Xbox Live platform helped to popularize the concept. Since the seventh generation of video game consoles, DLC has been a prevalent feature of most major video game platforms with internet connectivity.

The Dreamcast was the first console to feature online support as a standard; DLC was available, though limited in size due to the narrowband connection and the size limitations of a memory card. These online features were still considered a breakthrough in video games, but the competing PlayStation 2 did not ship with a built-in network adapter.
With the advent of the Xbox, Microsoft was the second company to implement downloadable content. Many original Xbox Live titles, including Splinter Cell, Halo 2, and Ninja Gaiden, offered varying amounts of extra content, available for download through the Xbox Live service. Most of this content, with the notable exception of content for Microsoft-published titles, was available for free.
The Xbox 360 (2005) included more robust support for digital distribution, including DLC downloads and purchases, via its Xbox Live Marketplace service. Microsoft believed that publishers would benefit by offering small pieces of content at a small cost ($1 to $5), rather than full expansion packs (~$20), as this would allow players to pick and chose what content they desired, providing revenue to the publishers. Microsoft also utilized a digital currency known as "Microsoft Points" for transactions, which could also be purchased through physical gift cards to avoid the banking fees associated with the small price points.
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