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Forums - Microsoft Discussion - Microsofts small 1st party, the reasons.

Because they are a business, and not some insecure fanboy and they understand their audience better than their audience knows themselves.

Exclusives are good for three things and three things only:

1. Sell consoles.
2. Fill out gaming libraries.
3. Make money.

However they also have to compete with many non game activities which Microsoft does with the Xbox 360. Things like early Netflix support which caused a large spike in console ownership in 2008 in America, Xbox Live which they garner a subsription on and relatively high (30%) margins on software sales from third parties and product research and development which seems to yield a much higher return than several studios if you consider product research. These have significant ROI in comparison to many game development. So general software development may trump specialised game development studios.

Now people assume that most exclusives:

1. Sell consoles.
2. Make appreciable differences in game libraries.
3. Make money.

Now a good exclusive either does all 3, or at least 2 of the 3 depending on the case. The only exclusives worth a damn are the ones which make appreciable differences in the game library which sell a lot of copies with a high attach rate with making money the ideal sweetener but not 100% needed if they can fulfill the first two criteria.

The reality is that most exclusives:

1. Don't sell consoles to any decent degree.
2. Don't make any appreciable differences in game libraries.
3. Don't make money.

So when do exclusives actually make sense? Right at the start of the generation and towards the end of the generation if a console maker can establish a sizeable userbase. So right now Microsoft has a lot of exclusives coming out because they actually fulfill the criteria of being good exclusives due to Kinect coming out with a small library and Microsoft had a lot of exclusives in 2005-2007 because the library of content was small and the impact of a singular release was much larger. You could say that it is better to have one Gears of War in 2006 than it is to have 5 Uncharted 2's in 2011.

This is the reason why Microsoft started with a flurry of exclusives in this generation then petered out in the middle and sold/closed down studios and now is bringing back the paid for exclusives and developing additional studio capacity as the userbase expands for the Kinect launch as well as in preparation for the start of the next generation. They don't need to please people with exclusives who already own their console or try to please people who have already made their bed with a competing console. Furthermore the added addition of exclusives has to factor in the fact there are already many competiting 3rd party publishers releasing content which satisfies the core audiences and the days of the first party publishers completely dominanting their console libraries have ended for the PS3 and Xbox 360 at least. So any extra titles will always be at the severe end of the diminishing returns spectrum at this point in the generation for overall library completeness.

In the end the fact that a game is exclusive means very little to most people. Games are bought on their merits, not because they cannot be bought on any other gaming device or console. People who feel insecure may want to place justifications on exclusives or to compare overall libraries however they make up a very small proportion of the overall userbase and a disproportionate number online. If two consoles have 9 major multiplatforms and console A has 1 major exclusive and console B has 4 then the overall numbers look like a 10:14 ratio with console B having 40% more major releases not 300%. At the start of the generation when major releases were few, exclusives actually made sense if there were only 3 major multiplatform releases and 4 exclusives on console A whilst console B may have only had one major exclusive, the ratio then would look like 7:4 which would give console A a more substantial benefit.

 



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a well thought out argument but i'm not sure i completely agree.  maybe it is just because i value exclusives but i think they are quite important. 

either way, MS has earned themselves a reputation of exclusive only meaning timed exclusive.  next generation i don't intend to buy the next MS console as i feel confident that any game they advertise as exclusive will eventually end up on a sony or nintendo console as well - consoles that also have a wide range of titles the MS console will never see.

so yeah, their policy has worked quite well for them this gen.  I can't argue that.  but eventually i think this policy is going to come back to bite them in the ass.



kitler53 said:

a well thought out argument but i'm not sure i completely agree.  maybe it is just because i value exclusives but i think they are quite important. 

either way, MS has earned themselves a reputation of exclusive only meaning timed exclusive.  next generation i don't intend to buy the next MS console as i feel confident that any game they advertise as exclusive will eventually end up on a sony or nintendo console as well - consoles that also have a wide range of titles the MS console will never see.

so yeah, their policy has worked quite well for them this gen.  I can't argue that.  but eventually i think this policy is going to come back to bite them in the ass.

I pretty much agree with this. Except I don't agree with you OP.



Great post!

MS definitely made the right strategic decision to cut development head count.  Both the ensamble and bungie situations worked out great for everyone - gamers, developers, and MS.  The only people hurt by those moves were the dead weight at ensemble.  From MS' standpoint, they could to have their cake and eat it too.  Game output stayed the same and their financials improved greatly.  I don't think most people appreciate how much emplolyees cost.  An entry level developer probably costs MS at least $125,000 a year or something, only a 1/2 of which is salary and taxes.



Wagram said:

I pretty much agree with this. Except I don't agree with you OP.

Because?

The profitability patterns support the greater ROI for their non game investments, the sales patterns support the idea that early exclusives are far more important and the large investment and total quantity of Kinect exclusives and a relative decline in core game exclusives supports the idea of prioritising exclusives as an investment for product launches.



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That OP was well written, informative, and totally logical.  I'm scared, Squilliam.  What's wrong with you?



That is, of course assuming that the first party studios are producing merely exclusives, and not killer apps.



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The fact is that the exclusives that:

1. Don't sell consoles to any decent degree.
2. Don't make any appreciable differences in game libraries.
3. Don't make money.

fail in the only thig that matters to the final costumer (considering the ones you pointed):

2. Fill out gaming libraries.

Don't get me wrong... I completely understand what you're saying! But I also believe you forgot the main "why":

- MS doesn't have the internal talent it's needed to create exclusives that:

1. Sell consoles.
2. Fill out gaming libraries.
3. Make money.

And therefore, they can't do "good exclusives".

I think it's a much simple explanation than yours, and says it all.



     

 

You say most exclusive games dont make money, thats a very bold statement!

Id say very few first party games from Sony and MS fail to sell less than a million if not 2 million, so i would say they definitely are profitable.

I think Sony have so many good first party studios, because they have a very good internal network for sharing resources and technology, meaning they don't have to keep reinventing the wheel in terms of mastering the SPUS and Stereoscopic rendering etc. 



Dazkarieh said:

The fact is that the exclusives that:

1. Don't sell consoles to any decent degree.
2. Don't make any appreciable differences in game libraries.
3. Don't make money.

fail in the only thig that matters to the final costumer (considering the ones you pointed):

2. Fill out gaming libraries.

Don't get me wrong... I completely understand what you're saying! But I also believe you forgot the main "why":

- MS doesn't have the internal talent it's needed to create exclusives that:

1. Sell consoles.
2. Fill out gaming libraries.
3. Make money.

And therefore, they can't do "good exclusives".

I think it's a much simple explanation than yours, and says it all.

I agree with this.



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