The issue here is that the fixed fee is shared and the content will be growing at the same time while costs to produce a AAA title will always be high and probably even increase as they become more sophisticated. It is not just users that will increase. To sustain such huge projects that need more revenue per user than your average indie game, the userbase must be constantly increasing significantly much more, probably exponentially, than the rate of content.
Its one of the reasons some big third party devs are relactunt to go the Gamepass route on day 1, whereas smaller devs are eager to get there day 1
I do see this line of thought that to grow more customers or keep them more content has to be made. This is in line with what we see with Spotify or Netflix but I don’t think this counts for game pass.
Typically games in themselves are a service that when built correctly can provide infinitely more hours of replay ability than the other two mediums. So much so that you could easily pour thousands of hours into a single title.
The reason this is important is because the curation of the library of gamepass or services like it, only needs to provide the games that will eat your time, having more games doesn’t necessarily imply you would play more. So instead of this exponential spend to keep increasing your library and therefore to keep increasing your spend, you can and will likely cycle gsmes in and out of gamepass. And we see this today, the service doesn’t exceed 100 games or so. That would give us a pretty strong idea of how much that caps the service in terms of spend.
Secondly, unlike Netflix or Spotify, there is significant, crazy significant, upsell opportunities in the form of DLC and MTX that doesn’t exist in those industries. And that becomes a secondary revenue stream as well.
Most importantly, games don’t need to be increasingly more expensive to draw an audience. Once again, games are perfectly capable of drawing massive audiences without the need to have insane visuals or even story telling and we see this with the most played games today, almost none of them have ever been industry leading in the graphics department, one could actually argue graphics are typically what limits the size of the install base and therefore a limiter to revenue.
The idea that game pass can’t be profitable today seems reasonable, the idea that it could never be profitable seems wrong. The spend can be capped. With the right game like imagine MS made something like GTAV online, you would have a permanent group of subscribers. A game like COD will draw a permanent group of subscribers. Have massive enough payers that exceed your expenses and the service should naturally be profitable.
Unlocking the mobile base will be important to real profitability of course.