There are been a fair few takes on this since the initial information broke yesterday, but if Microsoft are sincere about wanting to bring games all gamers regardless of platform, then widening your customer base is the way to do it and becoming a true third party publisher and releasing games on as many platforms as possible looks to be the way to achieve that.
I would be sorry to see Microsoft leave the console hardware market, but after 22 years, they're still in third place. I am utterly baffled how Xbox Series has sold less than the Xbox One consoles but here we are. Without a counter, I am concerned that Sony may become both complacent and lazy.
Before I start, just to make sure everyone is on the same page with how I use competing and non-competing platforms. A competing platform is one where you are in competition for a limited pool of consumers (PS5 and Xbox Series consoles are obviously competing for the same pool of players). Non-competing platforms are ones where the pool of consumers is almost entirely (like say 95-99%) separate. IE - if you offer a title on X platform but not Y platform, the vast majority of Y platform isn't going to bother investing in X platform just to play the title that is exclusive to X platform. So, for example, PC is basically a non-competing platform to PlayStation and Xbox as is mobile. Now on to the meat of the post.
You've seen my posts so you know that I've been speculating for a while that Microsoft's actions the past few years have indicated to me that they've been moving towards diversifying their games to other platforms where it makes sense.
In this case, anything that requires a large player base for success (multiplayer games) is potentially a multiplatform game for MS while anything that doesn't require a large player base is potentially console promotion material (IE - remains console exclusive or becomes console exclusive in the case of acquisitions).
Of course, there's all kinds of caveats. Halo for instance is both a single player and multiplayer game. But it's interesting to look at that and see that the single player campaign in Halo: Infinite is basically just a DLC for the base multiplayer game. There is a possibility that part of why that was done is so that MS would have the option to release the multiplayer portion on competing platforms (like PlayStation) while keeping the single player campaign on non-competing platforms. I don't know how that would work out WRT public perception and that could face a fair amount of consumer backlash, but I'd certainly be interested in seeing that hypothetical scenario play out.
Anyway, back to the point, that's why I never had any doubt that COD would remain on PlayStation for as long as COD games are made (over 10 years if they are still making them over 10 years from now). As well, why it's not surprising that MS are considering releasing Sea of Thieves on PlayStation.
Here's where caveats to a multiplayer = multiplatform and single player = non-competing platforms becomes interesting.
MS wants to keep as much of the console hardware market as they can since they get a 30% cut of any 3rd party game sale. Hence why they want single player type games, which don't need huge on-going player bases in order to be profitable and remain relevant, to be exclusive to non-competing platforms.
However, what if the profit potential of a single player game sold on a competing platform is equal to or greater than (maybe even just has to be close enough) the 30% cut of all 3rd party games sold to the install base of the console hardware that you manufacture? Likely just one title wouldn't be enough to qualify, you'd need multiple titles to get to that metric.
And MS now has an opportunity to try to figure this out with all of their recent acquisitions. Starfield is a huge data point. Their data analysts are likely looking at the numbers to see if it was worth having it be exclusive when compared to the historical trend of revenue/profits of past Bethesda (developer not publisher) titles. They'll likely look at that an then try to extrapolate that to future Bethesda titles an compare it to data from the console hardware business. This will likely be happening with other big single player titles from any of their acquisitions.
That will likely determine if they want to transition away from making console hardware (which is becoming increasingly more difficult to manufacture at console consumer acceptable pricing levels) and if so, at what install base would it make sense to transition? IE - if you predict an EOL (end of life) install base of 60 million units, all of that 30% revenue from all games sales might be too much to give up. But what if you're EOL install base falls below 30 million? Suddenly it becomes a lot more attractive to have those big single player experiences available to a larger pool of potential customers.
Especially if you have a LOT of studios, which MS now has. That can be leveraged as exclusivity to keep a large enough install base of console hardware, but it also requires a large install base of console hardware in order to justify making any of it exclusive to non-competing platforms.
TLDR: MS currently still wants to continue making console hardware due to the revenue generated from 3rd party game sales, however, there are scenarios where it could become more profitable for MS to go 100% multiplatform on competing platforms even at the risk of losing (or perhaps deliberately moving away from) their console hardware business.
Regards,
SB