So, several points:
I'm not denying the existence of alternative revenue streams for MS, but as Gamepass grows in popularity there is no reason whatever to buy the game on Steam. Are digital purchases of licenses going away? No. But the subscription model is always going to do better because it makes economic sense for the user.
- Look at digital movie sales*:
- 2013 sales: 1.19 B USD
- 2019 sales: 2.6 B USD
- Now let's look at subscription services sales:
- 2013 sales: 3.16 B USD
- 2019 sales: 15.9 B USD
In 2013 digital movie (VOD) revenue was 46% of the suscription services revenue, now it's 16%. So as Gamepass becomes a huge part of MS gaming revenue then its profitability becomes the big objective.
And for the licensing cost, look at Spotify, the cost structure is very similar to Netflix. I really can't see how gaming is going to be somewhat different unless 3rd party publishers decide to give away money for free. But it never happens, why? because competition. If you create a new service that generates a RoIC way above your WACC then competitors are going to flood the market, you will need to fight with other service owners to get titles on your platform and margins will come down.
*
https://variety.com/2020/digital/news/2019-us-home-entertainment-market-25-billion-1203463878/
https://www.wsj.com/articles/sales-of-online-movies-surge-1389110682
edit: I really don't get that somehow gamepass is this new business model that has never been tried. I think suscriptions services, licensing cost and others are very well known.
The barriers to entry are much higher in this space. Competitors can't just flood into the space, in addition to building studios which takes many years, you need a delivery platform and online infrastructure. Unlike Netflix having to deal with Disney and Warner Media, none of MS's competitors in the gaming space have the finanical muscle or server infrastructure to make a serious go of it, and their competitors in the technology space are struggling with entering into the market.
MS will maybe have one serious competitor to Game Pass and it's hard to say who it'll be, Google, Apple, Amazon, maybe Sony, maybe Valve. And they'll mostly be making their own games to justify the platform, without needing to rely heavily on licenses. Spotify can't compete with the recording industry, so the recording industry has massive leverage. Netflix can compete with the film and TV industry, but it's a far more expensive process and there are other large players who have the ability to compete with them for that content.
As of the Zenimax purchase, I'm fairly certain MS is now has substantially more studios than any other publisher. And they're not done with acquistions. MS doesn't need third party AAA games on Game Pass anymore to make it a value, and they'll need them even less going forward. And they're still in the early growth phase. They just need enough subs that, when coupled with direct sales, they're able to support their first party development studios, and a fixed budget for indie devs. If they can work out licensing deals that make sense for other stuff, great, but they have all the leverage in that negotiation. They can walk and it won't affect the service much.
And Game Pass is unlikely to fully displace direct purchases, and isn't being positioned to do so; it will never have many day one titles from large third parties (this further reduces the leverage those parties have in negotiation). And it's unlikely to eat away at Steam's market dominance, even if it's better value. Because Steam is also a platform, and getting people to change that level of platform commitment is
very hard.
Epic is dumping huge amounts of money into giving games away for free and purchasing exclusives and have Fortnite to drive adoption and they're still struggling to break Steam's lock on the PC market. EA's PC and console sub service haven't seemed to affect direct sales that much either. Or shifted people away from Steam. There will be millions of people who will buy MS games on Steam even though it's cheaper for them to go Game Pass for a very long time, because they
use Steam. And that's the beginning and end of the decision making process for where to buy/access stuff.
And honestly it's not going to be that different with Playstation either. Sony is going up do really well even without a competing service. They're just not going to do much better than they did with ps4, and maybe a little worse. But probably not much.
This is all a plan for growth beyond where things have been though; Xbox isn't going to sell that many more consoles than they already are even with this. They might switch place with Sony in some regional markets at best. In order to address a larger audience they need a different business model enabled by different end points for access; cheaper consoles with XSS, a solution for phones for markets with minimal console usage but good cellular infrastructure and a lot of Android phones with xCloud. And then a way for them to get into gaming via a high value proposition designed move them into being platform users. And that'll include buying things directly.
And it really isn't that the business model is unique, though it's more a hybrid approach than in other examples, it's that gaming isn't the same as music or film/tv and that MS is not positioned like other streaming services in those mediums. Scale and leverage matter a lot. Being a major platform holder and one of the biggest content creators matters a lot. Having vastly more money from your other businesses that can be invested into content than your competitors matters a ton. And being hyper aggressive about building out that service while having those advantages fundamentally changes the dynamics.
This is like if Disney had sucked up Marvel and Lucasfilm and Fox much earlier and beat Netflix to market with streaming, while being willing to risk their dvd revenue in the process. Oh and they also owned a third of the movie theaters and the stores that you can buy DVDs from too. Like to be honest, a large part of why this is different is because MS is able to do a bunch of stuff that should probably be anti trust violations but isn't, at least currently.
But the rest of it is that console and high end PC gaming are not accessible to add wide an audience as would enjoy them. That means there's an actual space to grow the market size addressed by your platform. Being big enough gives you huge leverage on terms. Just like the 30% app fees on the various stores.