XBox Game Pass, already not the best deal in gaming, has just become a worse deal. As reported by Polygon:
Microsoft has announced sweeping changes to the pricing and structure of its Game Pass
subscription service. There are price rises across the board; Xbox Game
Pass Ultimate is going up to $19.99/month, an increase of $3. And the
basic console tier is to be phased out and replaced with a new Xbox Game
Pass Standard tier that will not include day one releases like the
forthcoming Call of Duty: Black Ops 6.
The changes were reported by Windows Central and confirmed by Microsoft on an official Xbox support page.
[...]
Here’s how the various tiers of Game Pass stack up now, with their new pricing:
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Xbox Game Pass Ultimate is going up from $16.99/month
to $19.99/month. This tier includes day one releases, the full game
catalog, online multiplayer, cloud gaming, EA Play membership, and
access on both Xbox consoles and PC.
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Xbox Game Pass Standard will cost $14.99/month when it
launches. It will include online multiplayer and access to a back
catalog of hundreds of games on console, but won’t include day one
releases.
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Xbox Game Pass Core remains $9.99/month, but a 12-month
subscription is going up from $59.99 to $74.99. This tier includes
online multiplayer and a small catalog of over 25 games.
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PC Game Pass is going up from $9.99/month to $11.99/month. This tier includes day one releases and access to the full game catalog on PC.
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Xbox Game Pass for Console costs
$10.99/month for existing subscribers, but you can no longer sign up
for it. If you turn off automatic payments and your membership lapses,
you will lose access and need to join a different plan. You can continue
to redeem codes for this tier and stack them to ensure continued
access, but from Sept. 18 the maximum extension limit for the Console
plan will be 13 months. This tier includes day one releases and the full
game catalog for console, but excludes online multiplayer.
This means that Game Pass, often touted as the best deal in gaming in spite of not being a good deal for the average consumer, is now an even worse deal. That said, since the math has now changed for the worse, it's time to revisit that cost-benefit analysis. Let's start with some ground rules.
- Only Game Pass Ultimate will be considered for this analysis. A version of the service which includes no new games is not what anybody was wanted from this kind of service, and is clearly not what Microsoft is even trying to sell. They don't want you paying for GP-Standard to get access to their back catalogue; they want you paying for GP-Ultimate, which is $19.99 per month, or $240 per year. And GP-Core, which limits even back catalogue access, is also not a serious offer to any consumer that cares about value for money.
- I will not be doing separate analyses for month-to-month customers versus annual-purchase customers. The trend for subscription services of all kinds is not loyalty, but churn: subscribing to a service for a single month to get access to a single perk for a limited time, and then bouncing. This pattern is not what consumers have historically done after signing up for subscriptions, but it is the scenario that Game Pass apologists always cite when making their case for the service's value, and years of over-saturation in the subscription service space seems to be starting to shift consumer behavior on this point.
- I will still be assuming that subscribers tend to stay subscribed. Churn may be the trend, but it is not yet the norm; until it is, we will assume the worst case: not enough loyalty to see people signing up for full-year discounts, as consumers pretend that they're keeping their options open, but less actual churn than would make even a one-month subscription into something I'd be comfortable recommending.
- I will not be doing any sort of analysis for PC Game Pass. GP-PC is always going to be more expensive than the least expensive way to get games on PC, which is the Epic Game Store that gives games away for free. Only slightly more expensive than the free games that are available on PC are the bundles - for a new PC gamer looking to build a library, Humble Bundle is a fantastic value. And if you have a little more money still, the deals available in every Steam seasonal sale are still bananas. PC Game Pass was DOA before, and nothing has changed.
Napkin math time!
1 year of Game Pass Ultimate costs US$240, and the full-price AAA games that subscribers are hoping to access cost US$70, so the number of games that must be bought each year in order to break even is 3½. We're halfway through this console generation, so the number of games that would need to be accessed this gen to break even on GP-U is 14.
VGChartz helpfully maintains a list of all-time Tie Ratios by platform, which puts PlayStation4 in the number one spot with a lifetime TR of 12.11.
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The all-time top 20 consoles by Tie Ratio
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That's already 2 points short of our break-even point, but remember that a platform's TR will cover its entire 8-year life cycle; divide that in half to approximate the 4-year half-cycle that we're using for this analysis, and the all-time Tie Ratio champion is nearly 8 points short of break-even.
The historical average Tie Ratio for a game console is 6.4 for its generational life cycle, with a standard deviation of 3.23, putting its 99th percentile value at 12.00 -- two full points short of our half-gen break-even point. If we double our break-even value to simulate an entire console generation of consumption, the resulting Tie Ratio of 28 is so far past the end of the bell curve that its percentile score isn't even meaningful.
Even if Microsoft offer a discount on the 1-year cost of Game Pass Ultimate, e.g. charging US$200, our break-even point barely drops: $200 ÷ $70 = 2.86, or a half-gen break-even point of 11.42, more than five full points higher than PS4's half-gen tie ratio of 6.05. Or, if you prefer, 4700 basis points short of break-even, since the PS4's TR is only 47% of our break-even value.
Game Pass was never a good deal, and Microsoft's just made it even worse. Why?
Clearly, Microsoft's Game Pass strategy is a failure, and they're now trying to rebuild a business around traditional game sales which had already been rebuilt around cloud-based subscription services instead, but Game Pass isn't the only consumer-focused cloud-based subscription service that's failing to thrive. Even NetFlix, still the most successful of the subscription services, is seeing more churn than growth and raising prices to keep the line going up. This entire business model seems to be slowly running itself of the rails in real time, as we rubber-neck.
My hypothesis is that all of these corporations, accustomed as they are to investor-friendly, buzzword-driven decision making, have entirely lost touch with the way consumers make decisions. Microsoft's main business, their bread and butter, is selling subscription-based services to The Enterprise - larger corporations whose incentives are all focused on keeping board members, institutional investors, and venture capital firms happy. This decision-making can be clearly seen in the way so many companies are claiming to be all in on AI. Before AI, it was blockchain; before that, it was VR. And before VR, it was the Cloud.
For Enterprise decision-makers, the argument in favour of cloud computing seems to make some kind of sense. Why not take all your server hardware and software, and its maintenance and upkeep, and offload all of that responsibility and complexity onto tech companies whose highly technical people specialize in exactly that. Sure, it costs more, but you're paying for the service. You're paying for the piece of mind that comes from having the experts in the field watching over your assets. You're paying to have a single throat to choke when things go wrong.
But Enterprise customers, who are large and wealthy, can realistically be expected to choke that throat when necessary. They can expect to have a three trillion dollar behemoth like Microsoft pay attention to them when they have an issue. Individual consumers, by contrast, cannot. When Walmart can't access Azure, Microsoft pays attention. When an individual gamer can't access their XBox library, Microsoft pays less attention.
Consumers are wary of The Cloud.
Average consumers have been slower to embrace the cloud. Oh, sure, some early movers like NetFlix, YouTube, and Spotify have managed to build a solid customer base, but those customers were mostly embracing a combination of low costs and convenience. As long as costs are low enough, and convenience is high enough, consumers will ditch DVDs for NetFlix, or CDs for Spotify.
But there's a ceiling. At a certain point, all the consumers that are OK with cloud-based services will become jaded when seven other big corporations approach with hands out, selling subscriptions for services that cost more money, deliver worse service, and demand all of the consumers time and attention. They start to churn.
Gamers are particularly cloud-averse, which is weird when you thing of how popular services like Steam have become. But it turns out that gamers like to own their consoles, and to own the games that are played on them. They won't want to pay a monthly fee to access content that can be taken away at any time. Gamers love the tangible.
This sets up a fundamental conflict, between a Microsoft whose entire business model, corporately, is to convince deep-pocketed customers pay extra money every month for services they may never access properly; and individual consumers who want to own things, and who don't want to pay extra money for functionality that can be accessed more realiably by just owning the things.
Gamers are also cost-conscious, and so the framing of Game Pass as "the best deal in gaming" is pretty solid positioning, but the actual product isn't the best deal in gaming. And so brand loyalty, the partisan divide between PlayStation fans and XBox fans, gives way to the practicalities. Game Pass's growth, never rapid since the service is tied to a console that nobody wants to buy, now stops cold. Loyalty gives way to churn.
But Game Pass can't exist in a state of churn and still add Call of Duty as a free day-and-date perk. A new Call of Duty release typically pulls a billion dollars of revenue; to give that up, Microsoft would need to see Game Pass growing much more rapidly than they are at present. They would need to see growth of a kind that will make back a billion dollars of lost sales revenue in the following year.
Microsoft clearly aren't seeing that possibility in their future. Unable to convince individual consumers to pay more money for less service, service thatn they were previously getting for no added cost, they can't grow Game Pass. That leaves only enshittification, the rapid decay of a service that didn't even have time to establish itself before the frog-boiling properly got underway.
What's next for Game Pass?
My predictions:
- intensifying churn, and possibly even a decline in the number of users as rising prices prompt subscribers to reassess the amount of money they're spending on these sorts of expenses;
- increasing enshittification as more functionality is carved off lower-tier offerings to pad the value proposition of the Ultimate offering;
- more project cancellations, layoffs, and restructuring as the Microsofts in the gaming space come to the realization that they're all basically fucked;
- declining sales as consumers, tired of companies making their products worse because they can't bear to just work with a regulator, shift to indie games of the sort that are readily available for almost nothing, free-to-play games which are (you guess it) free to play; and low-or-no-cost options like the Epic Game Store's ongoing weekly game giveaway.
Game Pass is doomed, XBox is equally doomed, and Microsoft Gaming will go down in business history as a hundred-billion-dollar boondoggle.