By using this site, you agree to our Privacy Policy and our Terms of Use. Close
Machiavellian said:
DonFerrari said:

Have I said rising the price would help them? Nope I didn`t, even more because I already said multiple times that usually I buy most games several months or years after release when they hit 10-15USD. So launching for 70 will only make even less games worth of day one for me. I was just explaining that saying games shouldn`t increase price because they are selling more isn`t factually true.

And your observation about the subs is also off. You are comparing developing a single app or software and having it as sub instead of single purchase versus hundred of games. It is quite obvious that Office 365 or Photoshop aren`t really going to be sub for a month, they are ongoing for several years. That way customers end up paying more than if they bought it fully in one payment, reason why for myself I buy instead of sub. Now with games if you can sign one or twice a year and play all the games you have interest then suspend you effectively will pay a lot less. That is the reason it was said that GP work better with Multiplayer, GAAS and episodic games instead of single player story heavy games, and why myself and quite some other people are against the model.

Do you believe MS pays every developer for every game on gamepass a price upfront as if the game was brand new just released to the store.  That would be like Netflix, HBO and other content providers paying 20 bucks for each user for a movie that streams on their service.  What I am comparing is development time compared to MS own created content.  This is why MS can and does put their first party games on the service day one.  As for the other content that is on Gamepass, you know they have already had their time in the limelight because they do not come to the service day one.  Meaning MS isn't paying a price for those games to appear on the service as if it was brand new or even close. 

The concept is the same, the service pays for itself no matter the type of content.  The more diverse the content the more subs you get and that will also include every type of game not the ones you feel works the best.  All games work the best because they appeal to multiple different gamers.  It appears to me you are looking at the business model through your own purchase habit but you are just one gamer.  From what I have seen from just games in general to Phone games, PC and console there is a huge section of gamers that do not share your view, this is the appeal of GP.  What matters for MS is subs and they need them at a certain scale where the service pays for itself and development of pretty much any game they want to deliver.  This doesn't mean MS will stop selling at retail, why would they, they still get paid no matter what.  They can still get your money and get their constant sub money as well.  

Not sure where you got that I think MS pay full price for devs by the number of users on the base. I do know how Sony do with PS+ and it is more likely similar to how it is done on GP and PSNow. The dev and Sony have an idea of the remaining sales potential of that title that have been out for couple of years and also the potential new sales it could get from being show on PS+ "marketing". From that they remove potential sales lost by offering it for free on that platform. And them negotiate the money exchange to cover that loss and give the dev a little extra cash.

And will you say that a series with 10 seasons and 24 episodes per season won't have more staying power for sub than a single movie of 2h? It is impossible to deny that the model of GP (even more for day one launches) is made to be sustained on GAAS, episodic and Multiplayer games not on single player games that you finish in a week. Because let`s say Sony done the same as MS, even if you have 3 masterpieces on the service per year someone that is just wanting to get the juicy out of it will have the signature for a month or two during the year and be able to play those 3 games for 20 USD instead of 180USD. If you think that doesn`t impact revenue I don`t know what to tell you.



duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."