Your thesis is that Kinect "saved" the xbox division this gen and that boost can't be counted on again for nextgen.
While I agree that some magic-out-of-the-hat peripheral is likely NOT going to appear for MS or Sony 5 years post launch, I fully
disagree with the notion that somehow MS risked red ink for the entirety of the xb360 product lifecycle if it were not for the Kinect.
Even if you assume $100 profit for each of the 10 million which were sold, that only nets $1B.
XBL makes roughly the same annually... and growing.
Ad revenue on top of this
Zune movies on top of this
Zune music on top of this
and (huge potential) search ad revenue on top of this.
Kinect was a nice boost, but hardly the difference between profitable or not.
Could you share these projections? Because from the financials MS bled billions into the first 3 years (and that's not including 3 years of R&D). With a replacement in 2010 MS would have been even further in the red than after Xbox 1.
I'm not arguing for a 2010 replacement... for the rest, see their quarterly statements.
In extremely limited numbers with the vast bulk being Pro. Like 5:1 or something. And the arcade required a memory card that cost $50 and probably $5 to make (64MB!! in 2005!!). And HD cables were $40 using a proprietary connector, where as now a $5 connector from any shop will do.
Regardless. They were comfortable in taking the losses on the xb360a and figured they would make up for them elsewhere. Same for the xb360p.
7 years later and it's the fastest growing division in MS.
Is that a launch estimate? 360 in clear profit with headroom to spare? On day one?
That looks very different to some of the other breakdowns I remember. If that's a launch estimate it smells bad. Case, fans, heatsinks, ANA, flash, southbridge, mobo, PSU, heatpipe coolers and everything else for $25? And "controller" being $"N/A" so it doesn't count? Makes you wonder why MS shit money out their ass for three years!
I didn't make the chart. It says sourced by Merrill Lynch. If you have another that you feel is more accurate, feel free to post it.
Regardless, the point is the section of that BOM which would be affected by higher 28nm costs is the GPU and CPU which they pegged at $200 total. TSMC said wafer costs are up 25% over traditional costs for 28nm (back in late 2011).
This brings the cpu+gpu budget from $200 to $250.
This additional cost can easily be shifted to the consumer upon launch. Nobody would baulk at a $349 xb720 arcade unit ($50 over cost with all else being equal).
That's the point.
How much would this silicon cost MS and what would that translate to in MSRP and sales.
Now some may say "but all else isn't equal, this costs a bit more or that". To that I say, "Correct, and in addition to those costs, MS has a significantly larger revenue and profit stream with which to offset those costs."
An analyst earlier this years pegged the 250GB 360S as making MS $115 profit at a $300 RRP. That "estimated Cost after 3 years" looks particularly funny. Could you provide a link to that analysis?
It was a bing image search for launch BOM. Bring any further research to the table. My point isn't on the overall BOM. The point is, "How much did the silicon budget cost then, and how much would it cost today?"
The rest is immaterial as it was acceptable then and the money being made now outside of hardware is significantly more than in 2005 and will only grow larger (if they don't screw it up).
Sell it? No. Selling it profitably at $399? Yes, I could believe they'd find that difficult.
Again, the money being made outside of hardware more than makes up for it. But if you have other BOM analysis, I'd be happy to see it.
But then Kinect won't be standard.
That's MS option for how valuable they believe kinect to be. The most important demographic of a new sales generation is the hardcore fan. They influence sales of others and establish a base as well as buy a lot of games and accessories.
This demographic has so far been a difficult sell for kinect.
If MS values the kinect 2 interface and wants to see it as a standard, they need to eat the cost or hide the cost. A $100 apu doesn't do that for them.
Because the 360 was profitable from day 1, right?
Ergo, a console that launches at a $100 loss will always make a profit. Like the Saturn.
No, but a console that sells for a profit is always the market leader which also brings billions in revenue from other channels other than hardware, like Nintendo64.
100$ loss making console always profitable; all the rest is just gravy.
It was an example of a profitable model which worked all the way back in 1995.
It worked then with far fewer revenue streams ...
You might have missed the 6 month Ivy Bridge delay that occurred over the last six months. And Global Foundries being over a year behind. And TSMC being behind on their roadmap, and also losing the next gen AMD ULP Fusions (back, lol) to Global Foundries. And Nvidia's problems with 40nm and 28nm. And Nvidia's concerns about 22nm and beyond.
And Xbox and PS3 still being on 45 nm. And WiiU being (at least partially) on 45nm. Srsly.
And yet, miracle of miracles, I'd bet my left testicle that some how, some way, intel will be selling 22nm chips this year. Delays happen. Especially when competition level is low.
Bottom line, process shrinks will happen, even if they get delayed. All that does is delay any potential price drop related to the node shrink or delay profits from the hardware channel.
But as I've said repeatedly, the revenue streams outside of hardware far outweigh the realistic potential of revenue streams on hardware.
Now if the hardware isn't compelling to begin with, say goodbye to not only hardware profits, but xblg profits, zune movie profits, zune music profits, game platform profits, accessory profits, ad revenue profits and search ad profits. Not to mention a weaker overall platform ecosystem with which to sell all of the above on...
But I'm sure that's worth it to save ~$100/ console ...