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It turns out that even Xbox insiders don't like the Game Pass.

原文:原来连Xbox内部都不喜欢Game Pass

Summary of Key Points

Many studio leaders under Xbox "hate" the Game Pass, citing its impact on players' perception of game prices, the lack of transparency in revenue-sharing mechanisms, and its negative effect on sales. Meanwhile, Microsoft is reorganizing its teams through layoffs with a focus on increasing profit margins. The company is gradually adjusting its policy of releasing all games on day one (for example, delaying the release of new Call of Duty titles), raising doubts about the future of the Game Pass. It's also uncertain whether players will accept this shift from a more luxurious to a more frugal model.

Detailed Analysis

Two Main Reasons for Studios' Disapproval of the Game Pass

The dissatisfaction among studio leaders stems from two main issues:

1. Dilution of Game Value: Players think, "Since I can play games for free with the Game Pass, why pay $40 for them?" Over time, this leads to a lower perception of what a "reasonable price" for a game should be, and fewer people are willing to pay full price. For instance, a game might have a large number of players using the Game Pass, but poor sales in the store can be devastating for studios that rely on these revenues.

2. Confusing Revenue-Sharing Mechanisms: Xbox distributes profits from the Game Pass based on user engagement, but studios cannot see the specific calculations and formulas used. Additionally, bonus payments and decisions regarding sequels are determined by actual sales figures. However, since games are released on the Game Pass right away, how can sales be high? This directly affects studio budgets, staff retention, and even the ability to develop sequels.

Short-Term Benefits of the Game Pass, with Long-Term Concerns

Initially, the Game Pass was attractive for both developers and players:

  • For Players: It offers access to a large number of games for a fixed fee, including first-party titles on day one, making it highly cost-effective and often the deciding factor in choosing Xbox.
  • For Small Studios/Indie Developers: They receive a guaranteed income and gain exposure that traditional publishing models struggle to provide (players are more willing to try games without paying upfront).

However, long-term issues have emerged:

  • Players have developed a habit of waiting for the Game Pass, believing they can play games for free eventually, so there's less incentive to buy them immediately.
  • Studios see increased player numbers but no corresponding sales growth, affecting their finances and the ability to continue developing new games.
  • Xbox uses sales figures to evaluate performance, creating a vicious cycle.

Microsoft's Cost-Cutting Measures: Tightening the Game Pass Strategy

Xbox has recently laid off nearly 3,200 employees and restructured its studios with the goal of improving profit margins. The previous policy of releasing all games on day one was too costly. For example, spending $300 million to include a new Star Wars game in the Game Pass might not have been worth it. Microsoft is reconsidering this approach:

  • New Call of Duty titles are no longer released on day one; instead, they are delayed by up to a year.
  • It's unclear whether smaller or mid-scale projects will be included in the Game Pass in the future. Management now prioritizes projects with clear returns, meaning less space for less well-known titles.

Will Players Continue to Support the Game Pass Without Day-One Releases?

One of the Game Pass's main attractions was the availability of first-party titles on day one. This advantage is disappearing:

  • Players are used to paying a small fee to play new games; suddenly having to wait a year might make the Game Pass seem less worthwhile.
  • In contrast, Sony's PS Plus rarely includes its core single-player games in the subscription and instead lets them sell for a set period to establish their price and brand. It then uses the subscription to extend the game's lifespan. Xbox's current changes are moving towards a more cautious strategy similar to Sony's, but whether players will accept this shift is uncertain.

The Importance of Online Features Over Game Content

An interesting observation is that the top ten most popular games on Xbox are mostly free or service-based (like Fortnite). This suggests that players may subscribe more for the online features rather than just the game library. Therefore, even if the Game Pass's game catalog shrinks, as long as the online functionality remains, some users may still be willing to pay. However, without the day-one release advantage, the appeal of the subscription could diminish.

Conclusion

The Game Pass was once Xbox's trump card, but it faces criticism from internal studios and the company's cost-cutting efforts. The service may need to adjust its model (such as reducing the number of day-one releases) or risk losing players. Its "golden age" might be coming to an end.