You're ignoring the part where Xbox is still a storefront and big third party games generally go on Game Pass after they've stopped selling at full price. Or they're old and newer titles are going to release in those series and they're splashing into the service to drive attention.Not quite true, well the not paying taxes bit is true, but Amazon is hugely profitable even ignoring AWS.
When Bezos founded Amazon in 1994 he told investors there would be no profits was at least five years because Amazon's book/retail model had profitably predicated on scale - the basic economy-of-scale supplier principle that the more you can sell, the more you can buy, the less you pay. Amazon turned their first profitable quarter in 2001. This is a business where you know you need to be so large to achieve profitability.
A few people have suggested GamePass will be profitable with more users but I don't follow how. There is more money coming in (subs), but also you are still having to pay publishers to include their games. If I'm a publisher with a game that Microsoft wants to include, I'm ask how many GamePass subs they have because that is potentially lost sales. Microsoft say 10 million, ok sure I want $2m. When they are bigger, and have 20 million subs, I now want $4m because lost sales are proportionate to the number of subscribers - with some iffy demographics of GamePass subscribers thrown in.
So they either pay out less to publishers - and I'm sure that's part of the strategy of acquiring more studios for their own content - but unless they pay out a lot less - which would probably mean fewer non-Microsoft games in GamePass I'm not seeing a shift in profitability without changing what GamePass is today.
So Game Pass is also an advertisement channel for developers, and the size of the install base increases the incentive to be there for those older titles without a risk of lost sales, since there's not much in the way of sales anyway; the fall off of AAA sales is extremely steep and extremely rapid. Getting paid to advertise your newer higher margin product is a pretty good deal, so I expect most devs will be willing to accept much lower prices. It's money they wouldn't otherwise get and it helps build their audience.
Xbox also gets a cut of those sales. They make money when people without Game Pass buy games they see their friends playing, and they make money when the positive word of mouth around the service gets people into the Xbox ecosystem and they make money when people buy more DLC for games they like but wouldn't have tried without them being in the service. It's not a singular revenue stream. Xbox's overall profitability is much more important than Game Pass by itself, and Game Pass improves the ecosystem even if it's running at a loss. As long as it's not a big loss.
And MS has the resources to make Game Pass attractive to gamers with just indie and first party games, especially if they keep expanding their first party. Licensing costs will be the smaller part of the equation over time.
Whether MS can hit the crossover point where they can afford first party expansion on the back of Game Pass before they hit saturation where new user acquisition becomes prohibitively expensive, and whether the success of Game Pass hurts direct sales to the point where it fundamentally destroys those other revenue sources that make this a good deal to developers even without truly massive payouts are open questions. But so far direct sales are up and the primary cost is a reduction on time spent on video streaming services.
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