| Wman1996 said: I'm not a businessperson, to put it mildly. |
As a non-business person: I feel like a better approach would be something akin to the "razor-and-blade model", i.e., you sell the blade for cheap to get the consumer hooked but recouperate lost potential revenue via overcharging the blade. Growing the Xbox ecosystem and then squeezing the consumers is much more profitable, I'd imagine, than setting up a brick wall that most consumers cannot afford to overcome.
(Or, IDK, maybe aim to make smaller budget releases and with great frequency at a normal price point? I feel like that would work wonders in generating profit without being a bit of a scam on the consumer.)








