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Kyle Kukshtel's avatar

I don’t totally buy the infra cost argument for high-utilization users as the driving factor behind price changes. Cloud compute is cheap, and Microsoft likely also owns the entire Azure-based stack it uses to deliver Game Pass.

If anything it feels more like rug-pull tactics similar to what you describe for Amazon - low costs initially bring in users, then prices slowly rise over time once people are bought in to the platform.

I also don’t know specifics, but the difference in cloud cost behind running premium titles and lower end titles is likely nominal, but I could be wrong. This is just to say “high utilization” users playing lots of low end games likely use similar resources to people who play high end games, so if the issue was infra cost it would make sense more to segment by “number of digital game rentals” or similar instead of by tier of game itself.

eGames Lab's avatar

I wonder if there is any data out there that looks at the perceived value of GamePass to gamers themselves? IMHO gamers - especially ones that spend more than average - are pretty savvy and will shop around for deals. That seems to correlate with the big uptick in GP subscriptions for Black Ops 6 and other AAA launches.

The problem I see with decoupling GamePass from a hardware strategy is that it assumes that brand loyalty isn't at play here, and consumers will consume if the price is right. I'm not so sure; gaming is, after all, a hobby that is full of legacy IP that to this day creates huge rivalries and passions. I worry you lose that side of gaming if you try to make it too accessible and lose the 'velvet rope' effect that brand can have.

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