One of the less discussed news of CES 2010 is the new DRM system that Microsoft is about to launch on Xbox, PC, Zune and Windows Phone. It wasn’t presented directly but the feature was stressed over and over during the long opening keynote. Basically when you buy something out of Live! or other services, your content isn’t locked to one machine or to a single platform but it can be used as you wish in any device you own.
Microsoft is also powering DLCs with this technology. Microsoft Game Room will be the first casual game to get advantage of a portable licensing system: any game you buy for your game room on Xbox Live can be accessed from a PC, via Games for Windows Live and vice-versa. This means that, for a change, when you buy a content on a platform, you get the other one version for free. A sharp move, since laptop gaming is becoming the “mobile” alternative to Console gaming for many people, especially during the working weeks.
In the past I already talked about the holy grail of game developers: an unified development platform (or, at least, an universal API). Publishers seems very wary to enforce the concept to platform vendors, even they talk about it from time to time, especially in this generation. Several technologies are emerging that allows unified development. Aside XNA, Unity 3D is a very portable alternative that allows you to build games for Wii, PC, Mac, iPhone, and Xbox seamlessy.
Microsoft, being also a software developer, seems eager to anticipate the inevitable, starting from the other side of the spectrum: licensing for dowloadable content. If licenses go anywhere people will expect to have the content available anywhere. For casual games (which are multi-platform by design) the adoption of a multi-platform licensing will be less dramatic than for triple A titles. Casual games are multiplatform by nature (and are the early adopters of multiplatform APIs and tools) and their gradual shift to in-game advertising will likely benefit from the greater exposition of a multiplatform licensing system.
The next decade will be the most challenging for the media and games industry. PC digital distribution is highly fragmented (to a point it will start to hurt itself soon, if somebody doesn’t start to buy out someone else), console gaming isn’t a monopoly anymore and casual games are everywhere (even if, as in the early 2000s, the highly fragmented and everchanging mobile gaming scenario is turning less and less profitable as months pass, at least for start-ups). This scenario means entering barriers for end-users and naturally, less money spent.