You're forgetting to add in costs
One side has to pay out 4 companies vs the other side has to pay out 100s of companies
I guarantee the first one will be far more profitable, whereas company B may even occur a loss.
Evidence? 100s of companies in the last 20 years which often occurred losses for many years to try and gain subscribers/users, most never even turned a profit and went out of business.
Now is it a smart move on MS to lose money/forgo money now to hope and gain users which may be profitable in 10 years? Who knows, we will see in 2030
This doesn't work. The existence of failed subscriptions isn't evidence of anything. There's been a bunch of failed development studios and even the big publishers tend to have poor margins. That doesn't mean AAA development is impossible to succeed at either.
And Sony isn't just a publisher, they're also a platform holder. They don't break out the profitability of their game development studios either. I guarantee there's a level of subsidizing their developers going on from the money they make on software licensing. They definitely make more on third party sales than they do from their own projects, and at higher margins.
MS isn't any different, and Game Pass isn't either. They're never going to talk about whether Game Pass is individually profitable and
it doesn't matter. Xbox as a whole
is. And it's seeing significant revenue growth thanks to expanding Game Pass engagement. This even effects sales of games from people who aren't paying for Game Pass, increases Xbox Live engagement, etc. There are less tangible benefits to the service beyond just the straight numbers.
And the cost stuff doesn't work that way either. MS isn't paying the full cost of development to those other devs, while Sony is paying a massive amount of money to keep their studios staffed and working for a very long time before they see any returns. You can't just compare how many companies get money, you need to know how much money is going out too.
How many subs MS has and how costly they are to maintain are the only things that matter to making an assessment on relative profitability.
There's always a point of diminishing returns with content volume for maintaining subs and there's a stabilization point for subscriptions based on the addressable market size. (That's part of the xCloud push. Makes it so that game pass doesn't need to be limited by the Xbox install base.)
If the point where the costs of having enough content to hit diminishing returns is well below the revenue generated at the stabilization point where the marginal cost of adding and retaining a new sub is very high, then the sub service not only succeeds but can be wildly profitable. If it's above it, then it will probably never succeed. Though, to note, MS does not need Game Pass to ever be directly profitable if it's driving engagement in a way that increases profits elsewhere.
And here's the thing. We cannot possibly even begin to try to guess at where that crossover point is, but MS has to have a pretty good idea where it is and whether they're on path to reach it. There's no point trying to figure this stuff out, we don't have the requisite data. All we can say is that MS seems to believe they can get there, given the large amount of resources they're funneling into it. Maybe they're being overly optimistic, maybe they're not, but they have all the data, and we don't.