Because consumers want to go there too. Consumers switched to music streaming and video streaming instead of ownership, and even if they buy it's digital, not discs. And considering they're willing to pay the same for a digital release as a physical giving you mighty profit margins, why the hell would any business not pursue that?!But yeah it is a dying business because digital is where companies want to go.
I think you guys lost what was the initial point and the discussion transformed about something elseBecause consumers want to go there too. Consumers switched to music streaming and video streaming instead of ownership, and even if they buy it's digital, not discs. And considering they're willing to pay the same for a digital release as a physical giving you mighty profit margins, why the hell would any business not pursue that?!
This all digital future is not being foisted onto unwilling consumers. It's a mutual advance to an electronic, cashless society. The losses are losses the wider market is happy to have (or ignorantly stumbling into, to regret at their leisure).
In my case it is not only the feeling of ownership of having a game. It´s the fact that I know I can play it several years later.You are reminding me one of my friends. He was very annoyed that Halo Infinite's disk only acts as a signature to download the game digitally to allow to play the campaign.
In general most of my friends we like owning the good games on disk. Digitally we usually buy only games that are no other way available, or games that werent much of a priority but got super cheap in store
I always believed a system like Gamepass can be profitable with a lot of users.I'm one of the guys who believes that if you have 100+ million subscribers with sub revenue of $12-15 billion per year that you can make money with GamePass. That's enough to keep 30 MS studios supplied with the cash to put all those games out (6+ AAA games per year). It's a "chicken and the egg" problem, but I believe if MS builds it, they will come.
According to MS plans, 2-3B mobile devices and PCs as a total addressable market. If a company could obtain a 10% hit rate, that would Be 300M users or 30B in revenue.If 25 million users generated 3 billions, 250 million would generate 30 billions.
Apple - albeit just with bigger numbers. The way Apple do this is to take a 30% cut on all apps/games sold on their store, which is the same model as the traditional console economic model. The risk is with developers and publishers making games, then for something like GTA and Skyrim, or Fortnite with it's IAPs, it's just 30% of somebody else's success.Question is: Is there any company that will only get 30 billion from a market capable of generating 71 billion?
Small and middle sized publishers and developers can be winners on GP also. Much like many indie games were going Epic Game Store exclusive because the funding they get from such a deal can offset or outright cover the development costs.Big winners with GP mega success are MS and consumers. Big losers are Sony and some publishers.
Xbox revenue was down 13% last quarter. Is that a "mega success"? Only in a money laundering operation!Big winners with GP mega success are MS and consumers. Big losers are Sony and some publishers.
Ah gotchya, you were talking speculatively.Never said GP was a mega success, just talking about what happens if it is.
Yes.It's easy for most people to see that 100+ million subscribers can generate $15 billion in revenue
No. Not that it can't generate good profits, but it's not clear for me to see it will be good profits. I've no idea what the costs are to secure and sustain that 100 million subscribers, which is what ultimately affects profitability. Sony's annual PS revenue was $25 billion and Nintendo's $15 billion. Sony had $2.6 billion annual operating profit, Nintendo $5.4 billion. But of course those numbers are obscured by investments etc.and generate good profits.
“Game Pass as an overall part of our content and services revenue is probably 15 percent,” says Spencer. “I don’t think it gets bigger than that. I think the overall revenue grows so 15 percent of a bigger number, but we don’t have this future where I think 50–70 percent of our revenue comes from subscriptions.”