I feel like you're not actually listening to what I say.This is all true. There are no indicators that increasing revenue from more subscribers will bring net profit increases relative to the increased cost of paying licensees. This is is, without a doubt, the most expensive expenditure of GamePass. If Microsoft have twice as many users, playing twice as many games, they will - all things being equal - be paying twice as much on licensing because that is the basis on content licensing for pretty much all media. Are games different? There is no evidence to suggest that.
You do understand that people buying the disk version have the option not to buy digital on all the big games? Over the course of the lifetime Sony will lose more money on the physical edition in my opinion.Why would sony loose $100 long term ? You do understand that the disc edition can also play digital games ? I own an xbox series x but all my games are digital. The trend is to a higher % of digital vs physical so as the generation goes on even those few left buying physical will slowly start to purchase some digital content.
Yes, outlandish data like you maybe? I produced a whole month of sales data and sanitised it to prove that there was more demand for the PS5 than the XSX, but if you chose to ignore it that's up to you. I guess the fact you keep switching arguments and not reading my posts properly or understanding that the world doesn't follow your life experience and thought process doesn't help.You come out with the most outlandish data. The ratio they are producing is close to the ratio of demand ? Says who ?
And this is part of your problem, I have never once even implied this would be the case...feel free to prove me wrong.You think if they dropped a shipment of 5m digital only consoles tomorrow they wouldn't sell out across the globe ?
In your opinion...or do you have insider knowledge or facts to back that up?Sony is producing more disc editions because it is in their financial interest to do so
So your own evidence shows that demand is higher for the disk version...there may be a slight % bigger markup on the digital version, but there is significantly more stock of the disk version so it makes sense. Think of it this way, there is more stock of the disk version so it is easier to find, therefore the prices will be lower.I looked at the day I was posting . I did look at completed sales and i even went back a few days and the spread was similar. Non bundle disc editions consistently sold for about $100 more than the digital. Which is the price difference at retail.
So in short, no, you have zero data to backup your outlandish claims. (and I reiterate that you love putting words into my mouth that I never say - eg digital sales improving)As for your last response to me. I don't have a research firm and I can't have a group of people do a study on the buying habits of price sensitive folks . The industry doesn't seem to have a study either. So all I can point to is the consistent growth of digital and the shrinking physical market.
https://www.statista.com/statistics/190225/digital-and-physical-game-sales-in-the-us-since-2009/
https://www.polygon.com/2020/8/11/2...-ps4-publisher-figures-ea-activision-2k-games
EA - 52% console full game unit sales from july 2019 to july 2020 were digital
Take 2 55% was digital for FY 2020
Sony 51% of all games sold on ps4 in FY 2020 were Digital.
5% growth each year.
Take-two siad that 77% of current generation console game sales were delivered online which was up from the prvious year which was 75% . They said the next quarter was 63% vs 51% the previous year.
Physical was up 154% YOY
Look digital is taking over and we've seen this play book many times before. I remember when CD's and DVDs were popular and I'd go to best buy and a huge amount of the store was dedicated. Then one day you go in and they are removing huge chunks of the floor space dedicated to the cds and dvds and making a samsung or apple area. Now my local best buy has an aisle of cds and one of dvds/ blurays. You can see the same happening with games. Its getting a smaller and smaller foot print devoted to it. Now the aisles for games have toys in them or collectables from game series.
This is physicals last generation. I wouldn't be surprised if the next generation of consoles have an accessory you have to buy if you want to use a disc drive like the old hd dvd drive from microsoft.
Here I'll just do what you did but in reverse and it'll be just as valid: There are no indicators that increasing revenue from more subscribers won't bring net profit increases relative to the increased cost of paying licensees.
And then you state that double the users means double the license costs for MS, (I'm going to be charitable and assume you meant twice as much playing not twice as large a library, because... Well think it through) again proposing no mechanism for how that's supposed to work given that even the article you linked me talks about licensing agreements that definitely do not scale like that. So why are we assuming a doubling of costs with a doubling of usage? Because you said so?
Anonymous Dev said:]With most Game Pass deals there's usually an up-front fee for exclusivity or bringing the game to the service, which is itself definitely "enough" for a game to be worth adding, as one put it. There's then a bonus structure broadly based on a combination of the number of times a game is downloaded, and how much time people spend playing it.
And then you say there's no evidence games are different (though myself and others have pointed out all sorts of ways in which they're different that would absolutely affect contract negotiations) so I'll just ask you what evidence you have that they're the same?
What do you mean nearly the same?- in the UK? I would suggest that the disk is more desirable to buy and keep whereas the digital is great to sell on. Also some (like I did) might get a digital if it's that or nothing and then sell the digital on when the snag a disk version.Here is a very good site
https://stockx.com/electronics/
Sony PS5 PlayStation 5 (US Plug) # of Sales 88405 Average Sale Price $656
Sony PS5 PlayStation 5 (US Plug) Digital Edition # of Sales 59095 Average Sale Price $607
Microsoft Xbox Series X (US Plug) # of Sales 50255 Average Sale Price $575
Microsoft Xbox Series S (US Plug) # of Sales 20353 Average Sale Price $329
Sony PS5 PlayStation 5 (UK Plug) # of Sales 2894 Average Sale Price $736
Sony PS5 PlayStation 5 (UK Plug) Digital Edition# of Sales 2456 Average Sale Price $648
Microsoft Xbox Series X Console (UK Plug) # of Sales 1158 Average Sale Price $648
Microsoft Xbox Series S Console (UK Plug) # of Sales 601 Average Sale Price $336
Based on 10s of thousands of sales, you can say a few things
the ps5 is valued higher
The series S is unwanted (this will pick up during xmas because um you know, xmas, even the wii U picked up during xmas )
I find surprising the PS5 DE is nearly the same number as the normal edition, I would of thought it would be closer to 4:1
I found this graph in their financial report interesting.
Compare TW3 to CP2077. And then compare TW3 to TW2.
Regards,
SB
A combination of retail discounting and new PS5 stock saw Spider-Man: Miles Morales return to the top of the UK boxed charts last week.
It is the second time the game has topped the charts this year. The game was reduced to as low as £30 (PS4 version) at retailers last week, and as a result there was a 175% increase in the PS5 version of the game and a 104% increase in the PS4 version.
It means that the new game of the week, Biomutant, had to settle for second place. In terms of boxed sales, 71% was of the PS4 version, 28% for the Xbox One version and 1% for the PC version (of course, that make up will be very different once we get the digital data in).
It's a new-look Top Three, with The Last of Us: Part 2 shooting up to third place due to pricing activity. The game was available to buy from some retailers for as low as £10 last week. Other PS4 exclusives to jump into the charts after price discounting includes Ghost of Tsushima at No.17 (up 604% in sales) and God of War at No.37 (up 95%).
Another game that benefitted from some retail deals was Assassin's Creed: Valhalla, which rose 196% in sales and is now at No.5.
Resident Evil: Village dropped 35% in sales and fell from No.1 to No.4, Miitopia slipped 45% during its second week and drops to from No.2 to No.9, Mass Effect: Legendary Edition falls from No.3 to No.12 after a 47% sales drop, and New Pokémon Snap is down to No.16 after a 5% dip (again, all physical sales only).
It's a flat up front fee with a bonus structure.This leaves licensing as by far the greatest cost. As we've heard in interviews and read in articles like the Eurogamer one I linked above, all of the devs are taking the up-front-payment-with-bonus (license-costs by volume) option. Kind of obvious really, it likely represents the most risk-free of cost revenue should you game become am unexpected run-away hit.
do they ever tell you the actual stock level that arrives before they run out of stock so we get an idea? of how much is being delivered before they OOS?
It's a flat up front fee with a bonus structure.
MS will likely put a clause here on volume, it's not likely to be linear, and most likely bucketed. No product manager will continually give out larger and larger bonuses as the numbers increase. There is going to be a set limit to ensure that MS doesn't bankrupt itself here.
Games downloaded and hours played is the bonus not the main form of payment, as you said earlier there will be contract negotiations here.
It will still come down to what was negotiated. You seem to be wanting to burn the candle at both ends here. The article states that the majority of developers prefers the up-front cash.And if you listen to the developers who are talking, they like the current arrangement. Putting a limit on volume, reducing the profitability for developers will have an impact.
I should be clear there are a variety of ways to do this.Putting a limit on volume, reducing the profitability for developers will have an impact.
It will still come down to what was negotiated. You seem to be wanting to burn the candle at both ends here. The article states that the majority of developers prefers the up-front cash.
Microsoft are not required to take bad deals, and neither are developers. I don't know why you're making it seem like one side has to lose here.
I may have can you link me?I think you have mis-read the article. If you look all the individual devs who are talking, they are making money from popularity (bonus). The article quotes Microsoft as clarifying that "for Game Pass Microsoft's costs are predominantly up front - like, say, the "over $100 million". This is overall costs, not on an individual title basis.
"Our pitch is 'new games, great games.' We have had this conversation before - we are not going to go down the road of putting new-release titles into a subscription model. These games cost many millions of dollars, well over $100 million, to develop. We just don't see that as sustainable."
A drive for user acquisition means a drive for scale. Scale is at the heart of the Xbox plan for this generation, and arguably the foreseeable future, if they can manage it. Again, some people hear Silicon Valley phrases like 'user acquisition' and think of services like Uber, DoorDash or Deliveroo, similar industry-disruptors focused on changing the way things are distributed, which are still burning through venture capital cash several years after 'scaling up'. But the difference for Game Pass is that, as the scale of Game Pass's service increases, the costs don't go up at anywhere near the same rate - at least in theory. For Game Pass Microsoft's costs are predominantly up front - like, say, the "over $100 million" Jim Ryan mentioned for developing a triple-A game, or the $7.5 billion Microsoft spent on acquiring developer-publisher titan ZeniMax Media - as opposed to being incurred each time another player subscribes
How Game Pass deals are structured is kept strictly private, and until recently it was Gooden who actually gave the most definitive idea of what a Game Pass deal looks like: a mixture of "upfront support," a licensing fee, and "a bonus system of sorts, too." Phil Spencer then elaborated on that a little more in conversation with The Verge, too: "[In] certain cases, we'll pay for the full production cost of the game. Then they get all the retail opportunities on top of Game Pass," he said, "... that would be a flat fee payment to a developer. Sometimes the developer's more done with the game and it's more just a transaction of, "Hey, we'll put it in Game Pass if you'll pay us this amount of money."
I may have can you link me? All I read are Jim Ryan's thoughts on the costs. I don't see anything on MS fronting 100Million.
Of course they do, only about 20-25% of Xbox owners subscribe to Game Pass and many of the games included in Game Pass are also available on platforms that do not have Game Pass.None of this is MS stating their up-front costs except for in this case, a reference to purchasing first party studios. Which clearly is not entirely absorbed by game pass. The games clearly sell outside of game pass.
oh so you're saying it's not that the service is not sustainable, but the quality will drop therefore over time the service is less sustainable, because dropping quality will lead to dropping users. That's a reasonable perspective.Here. I don't know that Sony's comments are relevant to what Microsoft are doing with GamePass.
Of course they do, only about 20-25% of Xbox owners subscribe to Game Pass and many of the games included in Game Pass are also available on platforms that do not have Game Pass.
The Game Pass situation is reminiscent of the early days of PS+ (PlayStation Plus) on PS3. The quality of 'free' (*not free) games included as part of PS+ was great at the beginning and deteriorated over time. Most industry observers attributed this to Sony being able to afford such games when the PS+ subscriber base was small but once it exploded, this was no longer affordable. Somebody actually tracked the Metacritic scores over time.
To be clear, despite Microsoft saying Game Pass is sustainable, it's not profitable. Microsoft can afford to sustain it but I'm principally interested in how Microsoft eek profitability from it.oh so you're saying it's not that the service is not sustainable, but the quality will drop therefore over time the service is less sustainable, because dropping quality will lead to dropping users. That's a reasonable perspective.
I'm not sure this is the same thing as PS+ for instance. PS+ gives you free titles for life so as long as you are subscribed to the service. Game Pass does not provide any title in perpetuity.
There's a small difference I think here and it likely comes down to rates. PS+ and Gold must pay the license as soon as you download it. They pay the full amount agreed upon. You can only play the game as you are subscribed, sure, but whether you play or not makes no difference; Sony/MS had to pay. There are many people out there just looking to collect/build libraries, so this could be a large loss to them.PS+ does not give you titles for life. A handful of titles were included on this basis but the vast majority are not. You get to keep playing titles as long as you keen paying for PS+. If your subscription lapses, you lose access to the titles you had prior to your subscription lapse.
As for Game Pass not providing any title for life, aren't all of Microsoft's titles available for life? I thought that was the point.
With gamepass if MS fronted fees for it, then the license fee per download would be significantly less. Some people may not download it at all unless they have intention of playing it. If you are giving away bonus fees for hours played, that's still better than paying for the whole game and someone not play it. In this sense, Game Pass should be more efficient than Gold/PS+ with respect to wasted dollars.