D
hmm.. I actually really liked Discovery. Picard was a bit more disappointing to me.It's ok, I'm not missing out on anything special.
hmm.. I actually really liked Discovery. Picard was a bit more disappointing to me.
Looks like there might be premium packages(like HBO or Showtime for cable) for Game Pass. EA Access was floated as an idea where you get all of those titles on xCloud. There's also been rumblings that Sega may be doing something similar for their titles.
I think what GamePass really has going for it is that it's very simple to understand how good a deal it is for the price. Don't fuckup GamePass, Microsoft! You don't need a mind-boggling array of options like you do for Windows 10 where no bastard can work out which version available to them is the cheapest for what they want to do. Communicating things isn't your forte.
Don't fuckup GamePass, Microsoft! You don't need a mind-boggling array of options like you do for Windows 10 where no bastard can work out which version available to them is the cheapest for what they want to do. Communicating things isn't your forte.
Bingo. This is what I think of as the PS+ (PlayStation Plus) paradox and why I have reservations regarding Microsoft's ability scale profitability as the number of users increases.The problem is that the larger Game Pass gets, the more publishers will take issue with it. They need to embrace larger publishers like EA, Ubisoft, Sega, etc or the market will fragment & we will have the same problem we have now with Netflix, HBO Max, Disney+, etc.
I think it’s the wrong way to look at it. MS has been around for a while and are as large as corporations get. All projects will need to be released budgets which means Game Pass contracts are budgeted well in advance.We know GamePass isn't hugely profitable because Microsoft have said so. We know from devs, particularly indie devs, who have games in GamePass that it's a really good deal for them as Microsoft compensate them up front regardless of the number of times a game is played. This business model does not look to scale well in terms of costs because as the numbers of users increase, the compensation needs to as well and it's detached for actual download/play-rates - not to mention to need to scale infrastructure - and Microsoft are tossing in xCloud as well.
It's a good thing there is more to Microsoft than Xbox(Windows, Office & Azure). The business wouldn't work well for a company that gets the majority of their revenue from gaming.
I think this is the wrong way to look at it. Look at IBM, Dell, HP, Compaq and every other massive IT company who operated like this and collapse into itself. Being around for a long time a bad metric. This is what almost did for Apple and resulted in Sony being a shadow of its former self.I think it’s the wrong way to look at it. MS has been around for a while and are as large as corporations get. All projects will need to be released budgets which means Game Pass contracts are budgeted well in advance.
And when income from increasing number of subscribers results in all of the publishers/developers want more and more recompense for potential lost sales, what do you do?So you line up what you want and then you leave a remaining budget for unexpected run over. If there isn’t any run over and you have more than enough to afford more games by end of quarter you pick up some smaller titles.
What Microsoft are doing now is paying devs in advance of knowing how popular their games may be. This does not seem remotely sustainable, certainly not if Microsoft want a wider variety of games included to widen appeal, which is editable. We know Microsoft aren't making a lot (if any) money from GamePass now and they are obviously being generous with devs regarding payments for inclusion in GamePass. As the number of subscribers rises this problems becomes more urgent, not less.Game Pass is not profitable today, but the budget is certainly capped. There’s no way they spend all their budget and then overspend because players play more. It just won’t happen like that and not reflective of how large corps operate
Something has to give.
Your concerns please? Why aren't we talking about how nice this is for the customer instead of how Microsoft is evil & they're going to lose all of this money.
Every corporation does forecasting and budgets, has done and will continue to do so in perpetuity. Game Pass as a project has a maximum allowance. If all projects went over maximum allowance there would be job losses all the time to make up for the shortfall. Companies that have good financials stick to their budgets. Which is an important factor because it doesn't matter how game studios monetize their profits off Game Pass, the total Game Pass Project has a maximum budget to pay out. So every company that goes onto Game Pass is budgeted, the contracts and the number of contracts are designed to ensure that Game Pass does not go over budget for the year.I think this is the wrong way to look at it. Look at IBM, Dell, HP, Compaq and every other massive IT company who operated like this and collapse into itself. Being around for a long time a bad metric. This is what almost did for Apple and resulted in Sony being a shadow of its former self.
What drives profit is the here and now, not what you did in the past 10, 20 or 30 years. That's history, nobody cares.
With respect to the topic of monetization, it doesn't matter. Once the contract is signed it will be adhered to until expiry. Once the contract is expired the publishers can decide if they want to draft or extend the existing one. So if they want to leave, that's fine. MS still has the maximum allowance and even if they want to extend, MS doesn't have to extend a contract either if they are already out of budget for the fiscal year.And when income from increasing number of subscribers results in all of the publishers/developers want more and more recompense for potential lost sales, what do you do?
What MS is doing is paying an upfront fee to get the game onto the service. And then additional payments based around some metrics. There's nothing unsustainable about it. If you have a budget of 1-2 Billion in contracts each fiscal year, then you'll budget to ensure you won't take too many games to go over budget. If your subscriber base continues to increase, revenues will increase. It's up to MS to decide next year to increase the budget or cap it. It frankly doesn't matter, because if subscribers increase but the budget is capped, eventually the tipping point will turn into profit.What Microsoft are doing now is paying devs in advance of knowing how popular their games may be. This does not seem remotely sustainable, certainly not if Microsoft want a wider variety of games included to widen appeal, which is editable. We know Microsoft aren't making a lot (if any) money from GamePass now and they are obviously being generous with devs regarding payments for inclusion in GamePass. As the number of subscribers rises this problems becomes more urgent, not less.
Again, for anybody unclear how Microsoft are incentivising devs to be included in GamePass, watch this Alanah Pearce discussion which includes a dev with games in GamePass. How is this remotely sustainable? Something has to give.
What Microsoft are doing now is paying devs in advance of knowing how popular their games may be.
The problem is that game prices (cost to make games) is also increasing...so, let’s say they go up by 5% p/y (which I think is a low forecast) - then you have to build your model over and above that.Every corporation does forecasting and budgets, has done and will continue to do so in perpetuity. Game Pass as a project has a maximum allowance. If all projects went over maximum allowance there would be job losses all the time to make up for the shortfall. Companies that have good financials stick to their budgets. Which is an important factor because it doesn't matter how game studios monetize their profits off Game Pass, the total Game Pass Project has a maximum budget to pay out. So every company that goes onto Game Pass is budgeted, the contracts and the number of contracts are designed to ensure that Game Pass does not go over budget for the year.
With respect to the topic of monetization, it doesn't matter. Once the contract is signed it will be adhered to until expiry. Once the contract is expired the publishers can decide if they want to draft or extend the existing one. So if they want to leave, that's fine. MS still has the maximum allowance and even if they want to extend, MS doesn't have to extend a contract either if they are already out of budget for the fiscal year.
What MS is doing is paying an upfront fee to get the game onto the service. And then additional payments based around some metrics. There's nothing unsustainable about it. If you have a budget of 1-2 Billion in contracts each fiscal year, then you'll budget to ensure you won't take too many games to go over budget. If your subscriber base continues to increase, revenues will increase. It's up to MS to decide next year to increase the budget or cap it. It frankly doesn't matter, because if subscribers increase but the budget is capped, eventually the tipping point will turn into profit.
Every corporation does forecasting and budgets, has done and will continue to do so in perpetuity. Game Pass as a project has a maximum allowance. If all projects went over maximum allowance there would be job losses all the time to make up for the shortfall.
With respect to the topic of monetization, it doesn't matter. Once the contract is signed it will be adhered to until expiry. Once the contract is expired the publishers can decide if they want to draft or extend the existing one. So if they want to leave, that's fine. MS still has the maximum allowance and even if they want to extend, MS doesn't have to extend a contract either if they are already out of budget for the fiscal year.
It's unsustainable if they want to increase profitability. If I'm a dev now and Microsoft offer with 4 million credits for my game with their 10 million subscribers, if they have 20 millions I'm going to be looking at 8 million credits (more with inflation). What model of business economics reduces the overall costs as the user base scales (because so does the infrastructure costs)?What MS is doing is paying an upfront fee to get the game onto the service. And then additional payments based around some metrics. There's nothing unsustainable about it.
We know they've done that with some indie devs. We don't know what deals they've struck with larger publishers do we?