cheapchips
Veteran
The big one is anti-piracy measures. A PC OS can't beat the traditional game console OS in that area which doesn't ever allow unsigned code execution by design. That's how console vendors enforce their exclusive right to be the sole digital market regulator for their own platforms and it gives stronger confidence for game developers to participate in it as well without having to implement DRM themselves especially ones which require constant online validation ...
The other reason being is that console APIs are more powerful than PC APIs. Console vendor subsidies for hardware aren't the only way to get a cost advantage over equivalent PC hardware but the fact that game developers can better optimize their software with a specialized API for it means that they can provide their customers with great performance at a very reasonable price ...
Xbox runs it's OS and then runs native and BC games in their own VMs. I wouldn't see 'native' Windows as more than another VM. There's actually a variety of ways to run those as well, if you take the likes of GeForce Now /Luna as examples.
You'd have a console environment that's works the same as it does today, from a performance, development and security perspective. It's still a very defined platform.
On the business model / PC game piracy point, all I'd say on that is that it didn't stop Valve entering the console business with a machine that's more open than what MS can do. Steam is a bit different, but I'm not sure how different it really is.
Last edited: