Clearly much is being made about Xbox One's new game licensing policies, and most of the pain seems to be around the 24 hour check and lending/selling restrictions on physical media. What I haven't seen much of are viable alternatives to allow completely offline play that still meet Microsoft's goals of seamless game switching, remote play, and library sharing that don't create additional exploits or a system too complicated for average consumers to understand. My feeling is that MS has opted on the current policy so that there is consistency on how content is treated to minimize customer confusion. Though clearly even that is a challenge to communicate and it's still somewhat complex because of their attempt to apply a few digital equivalents of physical scenarios. I'll throw out the first what if scenario for additional comments / contributions.
What if....
they largely keep the currently described system but if the 24 hour check failed, fall back to a disk based check (ie. prompt to please insert game disk, or just leave it in for offline play). However this creates an exploit in which one user could play offline with the disk and another user can play an installed version using the online check. This is roughly equivalent to the online shared library, so they could adjust the policy so that your shared library can only consist of digital downloads and not physical game purchases.
However, clearly this would be a difficult consumer communication point, so provide a system to convert a physically purchased game to "digital" (ie. and hence be part of your shared library) for a small fee, say $1.99. Because while they could prevent further install and use of that game on connected console, it would still work on completely offline consoles, but due to the fact most games and apps would have some online component you'd hope to catch most of these attempts at some point and otherwise live with that breakage.
Additionally, I'd remove all trade and resell rights for digital downloads for consumer simplification, but make them cheaper day and date across the board. So for example $50 for digital and $60 for optical. That plus the fact they can be part of your "shared" library, I feel could help Microsoft and the market find the pricing and convenience balance that make it a "no brainer" for consumers to simply choose the digital version.
What if....
they largely keep the currently described system but if the 24 hour check failed, fall back to a disk based check (ie. prompt to please insert game disk, or just leave it in for offline play). However this creates an exploit in which one user could play offline with the disk and another user can play an installed version using the online check. This is roughly equivalent to the online shared library, so they could adjust the policy so that your shared library can only consist of digital downloads and not physical game purchases.
However, clearly this would be a difficult consumer communication point, so provide a system to convert a physically purchased game to "digital" (ie. and hence be part of your shared library) for a small fee, say $1.99. Because while they could prevent further install and use of that game on connected console, it would still work on completely offline consoles, but due to the fact most games and apps would have some online component you'd hope to catch most of these attempts at some point and otherwise live with that breakage.
Additionally, I'd remove all trade and resell rights for digital downloads for consumer simplification, but make them cheaper day and date across the board. So for example $50 for digital and $60 for optical. That plus the fact they can be part of your "shared" library, I feel could help Microsoft and the market find the pricing and convenience balance that make it a "no brainer" for consumers to simply choose the digital version.