Technically, as a company that produces a product, they do want our money.
Which is the point of producer/consumer dynamic.
The problem here is that Microsoft made the number one mistake in business, they decided to dictate what the market should want. Which is pretty much the best way to lose that market. The whole thing about the DRM and anti-piracy was done in a ham-fisted manner, but the truth is, eventually there will be strong measures taken to prevent piracy; Microsoft just went in at the deep end of a shark infested pool, carrying bloody fish heads and weighing bloody aftershave.
Exactly, they dived into the issue head first, instead of treading their ground and making changes in steps. To top it of, it all was presented in th worst possible manner, and with no thought into what the reaction from the audience would be. In other words, it's not
what they're doing that's the issue, it's
how they're doing it. I'm 90 % sure Sony and Microsoft had pretty much the same plans and goals concerning DRM, used games block and all that stuff, but that the horrible reactions to M$'s piss-poor presentation of the issue made them turn tail, and use the situation to their advantage, spiting Microsoft and appealing to the enraged audience.
There is also the idea that you are no longer buying games, you're renting them at $40-$60. So lets say the average gamer will have 8 games for the Xbox-One, and then they get banned, not from the game, but from their account. Say goodbye to that $1000 you spent on your games and console.
This is a difficult issue. On one side, games are software; they're just a copy, made for near to no resources, of something that has require a lot of resources. Thus, they don't really have much self-value, unlike a car or a piece of furniture. With that in mind, I can't imagine how it's more justifiable to give away something someone else made, and take money for it (used games sales), than giving away something someone else made for free (piracy). Personally, I'd rather pay the developers (with publishers being a necessary "evil").
On the other hand, there's a lot of technical problems. Most, however, are also prevalent in Steam. And I
do think that is a valid comparison to make. I'm pretty sure Steam (and other similar services) got it's share of critique back when they were new, and I believe the console market
can make the same concept work for them. It doesn't look to bright at the moment, though.
Of course, I'd like to be able to borrow games from friends (and it has happened on several occasions that I have spent money on DLC for said games), but it's hard to come up with a system that perfect for everyone.