It's a 1 time capital cost, so It's not recurring operational expenses. Hard to factor that in unfortunately. But if they get to 20-30M subs a month, they're rolling in cash. The interconnection of EA Play and GamePass may be a greater strain on operating margin than the Zenimax purchase.
Right now at the rate of change, profit is moving much faster than expenses.Would anyone know how much profit is made from Gamepass for Ms?
What is the opportunity cost of these AAA games if they released on Day 1 for Gamepass?
Honestly, you cannot put the price of purchasing a studio into the running sheet for gamepass because MS can equally sell off that set of Studios for some value as well.Doesn't have to be like that. Bethesda owns intangible and tangible assets, and those need to be amortized.
10$ of operating margin per user / per year? doesn't seem to high even tho I still think is negative considering the cost of running 23 studios and paying EA and other 3rd party publishers for the games they subsidize.
edit: 10/150 is a 6% operating margin. Not the hottest business.
Do we know actual number of profit and opportunity cost?Right now at the rate of change, profit is moving much faster than expenses.
no those aren't provided, we can only speculate and make assumptions.Do we know actual number of profit and opportunity cost?
Operating costs are included in the spreadsheet, so I udapted that to include an additional 500M a year with an increase of 10% YoY, it could be higher, but I doubt it.
I can't include the 1x purchase price into the spreadsheet.
edit: nvm. I saw the employee count at 2300 employees
hmmm loaded rate say is 100K per employee.. so 230M a year more.
Which is much less than my 500M more per year estimate
Loaded rates include salary, your office equipment, your office space, benefits etc.There's more to running a business than just employee costs! And even so you have more than 1 months total GP subscription income (and more likely 2 months) paying for just one companies wages!
Don't they have 23 studios now? How many staff in total?
edit - you need to put your s/s in your sig!
I posted previously on this which answers, or at least explains why the questions don't make sense, cost of this. Your assumption is not how UK public libraries work.Do you have any numbers regarding library use. How many units of any one game does a library typically carry? There are 5k public and academic libraries in the U.K. Is each library carrying 5, 10 or 20 games per title which would result in just a total of 25k, 50k or 100k in units across the U.K?
Honestly, you cannot put the price of purchasing a studio into the running sheet for gamepass because MS can equally sell off that set of Studios for some value as well.
These studios build IPs and sell them to whatever platform they want. Parts of these expenses will go back to XBox.
I have bent over backwards to make Gamepass seem as poor as possible but this seems like a far stretch. The assumption here is that they will make title purchases become 0 due to game pass.
what is 150?
And I didn't. In fact I set this value to 0 on my spreadsheet. See signature. I'm looking at the worst case scenario, where no games are sold to any platform, only gamepass revenyue and gamepass absorbs a great deal of operational spend, just minus the Xbox backoffice.Again, revenues and cost of those revenues are tied together. If a MS Bethesda game is sold on the PS Store then you can't add that to Gamepass revenue.
Which once again, as a worst case scenario I put everything except for those 1 time costs under the game pass sheet. So while on ym spreadsheet I don't account for it's purchase, I put 100% of operational expenses under gamepass.Not the purchase itself. That purchase is now part of the revenues, expenses and profit of Microsoft's game division. Bethesda assets are now part of MS assets and that does compute into the income sheet. As you correctly pointed out now MS has to bear Bethesda's employee cost, R&D, building maintenance, etc. A proportionate part of that goes to gamepass, why? Because it's the reason because gamepass generates revenue, so you need to take into account how much it has cost you to generate that revenue. If not, finances would be a mess. Image Apple saying "well, the cloud business is going horribly, let's charge the cost of Icloud to the Iphone division to make it look better". You can't, how are you going to measure how profitable has been an investment then?
The only challenge I have with your formula is that expenses aren't capped.Sorry, it is 15 a month * 12 (not 10) months: 180$/year / 10$ operating profit/year= 5.55% operating margin. Office 365 is almost 50%.
I'm pretty sure Xbox has a plan. But gamepass looks remarkably similar to Netflix (I mean, that's the idea) and their are still to generate cash consistently with 200 million users. I have a hard time believing Gamepass will generate a lot of cash to MS with 20M users.
I can make that change, it's like the first time someone actually put in some effort to help me here, at the very least you have my thanks. Umm yea, let me put that in, I see what you did there and you're right the multiplicative effects won't work out. I mean, the numbers might be in a bit more favour because the games fall off game pass and don't stay on nearly as long as they do on Netflix.Sorry but your spreadsheet is not nowhere close to reality.
Let me make one point, let's look at Netflix which is very similar to gamepass: yearly suscription with 3rd party and original content:
In your spreadsheet you estimate the revenue of gamepass is going to grow 25 times but the licensing cost are only going to grow 3 times. Netflix licensing cost and revenues grew almost linearly, which makes sense: third party publishers charge netflix based on the content consumed. In you spreadsheet, you multiply by 14 the number of users but, again, the licensing costs only grow by 3.
- Revenues: 20.4 billion USD (2019) / 5.5 billion USD (2015) : x3.7
- Licensing Cost: 12.1 billion USD (2019) / 3.7 billion USD (2015) : x3.4
I took your excel, I'm going to give you 30% increase in revenue but a 28% increase in licensing cost as well (basically the difference that exists on netflix).
https://1drv.ms/x/s!Asenq0DmRL6IilMIyB_psG7_EGZe?e=ocjui1
The rest I did not change.
I can make that change, it's like the first time someone actually put in some effort to help me here, at the very least you have my thanks. Umm yea, let me put that in, I see what you did there and you're right the multiplicative effects won't work out. I mean, the numbers might be in a bit more favour because the games fall off game pass and don't stay on nearly as long as they do on Netflix.
Can they really spend 14B a year on a restriction of 150 titles per year however?
Netflix continues to grow their library, but Game Pass sort of keeps itself contained.
There are also varying types of titles most of which are made up of smaller ones, I don't think MS is going to expand Game Pass much beyond a 150 titles.
hmm... typically the licensing fees must be much higher on video than on games. Games has to be done on a per hour basis of play. It's not the time of thing where you can watch it once and consume everything, that's not really generally what happens.Because we do not know how much or for what 3rd parties are charging MS we cannot know how much it cost them. Do they charge them only for content consumed? Or is there a fixed part only making their games available on Gamepass?
As for the number of titles I don't think is that relevant. Let me explain, for these kind of services Pareto's principle usually applies meaning that 80% of the userbase is going to consume 20% of the content. When EA Live is available on gamepass do you think matters much having 400 o 500 titles if everyone is playing FIFA and Battlefront? Yes, MS can save some money if they limit the number titles but a huge percent of the licensing cost is going to come from the 4-5 big 3rd party titles they offer.
My issue, really the main issue why I can't see gamepass ever becoming profitable is that they are throwing away their biggest source of profit: selling digital first party titles. Once they recover the development cost, the marginal cost of each sale is close to zero, is almost 100% profit. Yet they are going to offer those for "free"? So Fallout,Doom,Halo, etc. What used to be 60-70$ games are going to be given away for 15$ a month? I cannot see the economic rationale unless huge number of subscribers sign up, probably over 200M.
Yea I think I predicated my whole spreadsheet around the concepts that I honestly have little understanding about, but I made a judgement call on it anyway.Really interesting points. Hopefully MS will be transparent about these items and will explain the economic rationale behind it.
Btw, for people who are interested in the business side of things (accounting, valuation, etc.) I can't recommend enough Damodaran's lectures: http://people.stern.nyu.edu/adamodar/New_Home_Page/onlineclass.htm
I posted previously on this which answers, or at least explains why the questions don't make sense, cost of this. Your assumption is not how UK public libraries work.