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what about Nintendo switch online?
No, NSO had 38 million members as September 2023, an increase of 2 million over the previous year.Wasn’t it down last year or the year before?
Even TV/movie streaming is a bubble waiting to burst. Everyone's setting art on fire because venture capitalists were convinced streaming is the future.I don't see a way for the current model (or form, if you will) of game subs to succeed. You simply can't apply here what the movie / TV and music industries did, respectively. Games / gaming is its own beast in terms of how people interact with the medium, very different from simpler (as in, more straightforward) nature of consuming audio and / or video content.
Not many. The vast majority of these subscribers have been subscribers since the previous console at least. There's a ceiling in how large a subscriber count any such service will attract.Maybe a dumb question, but hasn't console growth (at least PS and Xbox) as a whole kinda stalled? Feel like I keep hearing that and that's why both Sony and MS are looking for other ways to grow their business
And if that's the case, doesn't it naturally follow that their subscription numbers would also stall because they aren't really bringing new folks into their own ecosystems? Like, how many people are really buying PS5s at this point that didn't already have a PS4 (and presumably either were already subbed to PS+ or were just never gonna subscribe)
Completely agree with this. The mulltiple content providers feel more like gatekeepers before a paywall than providers of a service I gladly pay for. I dropped every sub I ever had because of rising prices and quality that took a nosedive. As of now, I still prefer physical media simply because of the convenience of access.Even TV/movie streaming is a bubble waiting to burst. Everyone's setting art on fire because venture capitalists were convinced streaming is the future.
Fair enough, yeah. Music's seemingly the only one of those doing well enough, at least as far as I can tell.Even TV/movie streaming is a bubble waiting to burst. Everyone's setting art on fire because venture capitalists were convinced streaming is the future.
What? Music was the first art form to go down! For the general public, music is now a freeware form of art. The only ones who make a living on recordings these days are Spotify, a couple of the big companies, and some really famous artists. It's a huge struggle for the 99% remainder of the music world.Fair enough, yeah. Music's seemingly the only one of those doing well enough, at least as far as I can tell.
This topic isn’t about the artists (or developers) themselves though, but the financial viability and success of corporations offering these platforms / services. You’re mixing two different aspects (which obviously correlate. And I’m well aware of the struggles artists and writers are facing in the current constellation).What? Music was the first art form to go down! For the general public, music is now a freeware form of art. The only ones who make a living on recordings these days are Spotify, a couple of the big companies, and some really famous artists. It's a huge struggle for the 99% remainder of the music world.
The reason why so many song writers are selling their music catalogues nowadays are because they don't get paid almost anything for the songs being played anymore.
This. I don’t even pay for a Nintendo online sub unless I’m actively playing an online game most days. And that’s a pretty cheap one.people only have so much time. You can have all the content in the world, but if i don't have the time to watch/listen/play, and loose access the moment i stop paying, then the incentive of "watch anything all the time" becomes null if i pay comparable to what i would pay to rent a movie when i have time or just outright buy it.
music has the benefit of being ubiquitous, at social gatherings, at home, during sport, during commute. shows are harder to integrate everywhere, and games are impossible.
There is also the fact that... no service can grow forever. FB and Youtube gained a saturation that high cause they are free. The moment you want payment, you are putting up a huge wall. That wall can be monetary (12-18€ is not so much in the us, but in places where thats food for 2-3 days its a lot).
Or it can simply be by excluding people with the right payment options. (up till a few years ago it was hard to me to get a credit card simply cause i needed to get one for just a couple of uses but pay yearly fees).
Or your card service is not accepted, or ...
And what brought the breaking point: rising cost of living everywhere, high inflation for a while, making it that the average person has less disposable income, all services increased the price by a couple Dollar, and it crossed the "its so low i don't care it i don't really use it enough" point back to "ok, do i really need it?"
if a service is a no brainer in price, you don't care if you don't use it. But the prices where just to gather the people. they thought people will be to lazy to cut off a subscription, now they know they are not, and the new prices are not inscentivising enough.
Games are so divers, hard to say.Maybe I'm old-fashioned, but I still don't think the subscription model works for games. They're too time-consuming.
It'll only "work" if it becomes the only way to consume games, which I don't see happening anytime soon.
Spotify has required cash infusions from the Big 3 record labels. They are the biggest equity holders in Spotify at this point. It's not profitable. Apple Music isn't profitable, either. Apple is just subsidizing it in the hope that they get some sort of streaming monopoly one day.This topic isn’t about the artists (or developers) themselves though, but the financial viability and success of corporations offering these platforms / services. You’re mixing two different aspects (which obviously correlate. And I’m well aware of the struggles artists and writers are facing in the current constellation).
You might as well reword my initial post to
“Music streaming platforms seemingly are the only ones of those doing well enough, at least as far as I can tell.”
if it helps making things clearer.
It can work for shorter games. But when every current AAA game is on the service that usually takes 15 to 20 hours, and even longer, to beat, there is only so much time you can give it.Maybe I'm old-fashioned, but I still don't think the subscription model works for games. They're too time-consuming.
It'll only "work" if it becomes the only way to consume games, which I don't see happening anytime soon.
Also helps that NSO is the cheapest so far. Of course, they'll probably raise fees in the future, but right now I think it's a good dealI think it's why I love the nso service because the games it offers so far are either highscore base games, like a lot of nes games, or games that can easily be beaten in on sitting. At worst they take a day or two, outside of some rpgs of course. Or you got the 99 games, which are meant to just play a bit here and there for multiplayer.
I suspect they're happy with what they've achieved from NSO and realistic about how big it can grow. The desired number of subs is some percentage of active Switch owners. They can grow it by improving the content now and again, without spending that much. I'm sure they see it all as bonus revenue, not as some key driver like Xbox seems to think GamePass is.Does that mean that NSO subscription is flat as well?
I wonder if Nintendo is planning to add more stuff to their subscription model for the Switch 2 to try to increase subscription revenue or if they are happy with what they get from their more lowkey subscription model as it is today.
Exactly. The games they have there are mostly "free" (emulation development aside, the roms that nintendo owns are free for them, and the licensed ones...i dont think they are paying much).I suspect they're happy with what they've achieved from NSO and realistic about how big it can grow. The desired number of subs is some percentage of active Switch owners. They can grow it by improving the content now and again, without spending that much. I'm sure they see it all as bonus revenue, not as some key driver like Xbox seems to think GamePass is.
NSO is legacy games and DLC. It's a supplemental service to Nintendo and their investment in it has been as a supplemental service. The first party games make up the bulk of the lineup and those aren't going anywhere, and the licensed games that are on the service may as well have been given away to them. (Barring exceptions like Goldeneye)I suspect they're happy with what they've achieved from NSO and realistic about how big it can grow. The desired number of subs is some percentage of active Switch owners. They can grow it by improving the content now and again, without spending that much. I'm sure they see it all as bonus revenue, not as some key driver like Xbox seems to think GamePass is.
Huh; TIL! Good to know.Spotify has required cash infusions from the Big 3 record labels. They are the biggest equity holders in Spotify at this point. It's not profitable. Apple Music isn't profitable, either. Apple is just subsidizing it in the hope that they get some sort of streaming monopoly one day.
Maybe a dumb question, but hasn't console growth (at least PS and Xbox) as a whole kinda stalled? Feel like I keep hearing that and that's why both Sony and MS are looking for other ways to grow their business
And if that's the case, doesn't it naturally follow that their subscription numbers would also stall because they aren't really bringing new folks into their own ecosystems? Like, how many people are really buying PS5s at this point that didn't already have a PS4 (and presumably either were already subbed to PS+ or were just never gonna subscribe)
People kept saying Game Pass is like Netflix but to me it’s always been more like Kindle Unlimited. It’s pretty niche and most people don’t consume games as fast as television/movies.Maybe I'm old-fashioned, but I still don't think the subscription model works for games. They're too time-consuming.
It'll only "work" if it becomes the only way to consume games, which I don't see happening anytime soon.
The one flaw with your analysis is you're only looking at consoles. Yes the GC only sold ~20 million, but it was also sold alongside the GBA which sold ~80 million for a net of >100 million pieces of hardware sold. Same when Sony had a "down" period with the PS3, they had the fairly successful PSP to compliment.There isn't a simple answer to your question, but what I would say is this:
While all console makers have had historical peaks where one of their hardware platforms has sold the most, we've never been in a generation where two out of the three console makers are both selling above 100 million.
What I mean by that is: The PS2 is Sony's best selling console (at around 160 million) but overall that generation hit around 200 million, and frankly the Xbox and Gamecube offered next to no competition at all. Sony selling gangbusters was offset by Microsoft and Nintendo selling around 40 million between them.
If you look at today's consoles: While Sony and Nintendo haven't yet managed to beat the 155-160 million mark that is the sales highpoint for both of them, the fact is that they are both selling in huge amounts that has never happened concurrently before. Historically, Nintendo selling gangbusters coincides with Sony not selling as well, and vice versa. We're not in a position where the PS4 sold 140 million, the PS5 is tracking to sell better, and the Switch is on track to be Nintendo's best selling console ever.
The only weak point here is Xbox - If consoles overall still aren't growing, then its because Xbox has consistently failed to compete with Sony and Nintendo. The 360 sold around 90 million. The Xbox One sold around 60 million. We don't have hard figures for Series X/S, but they're somewhere around 30 million and tracking downwards hard. If the market is able to support Sony and Nintendo offering different consoles that sell 100 million+, if the market is able to support Steam growing consistently YoY on PC, then there is an argument that the market absolutely should be able to support Xbox releasing a compelling console as well. The problem is that Microsoft have not risen to the challenge - At a time when everyone else is on their absolute A-game, they have consistently fumbled the ball, then complained that its the industry's fault when they get left behind.
for how long thoughFair enough, yeah. Music's seemingly the only one of those doing well enough, at least as far as I can tell.
Rightfully so.It's a fucking nightmare hell world for artists and I resent it.
It’s also online play, that is kind of a big reason to sub if you like Mario Kart, Splatoon etcNSO is legacy games and DLC
so uhhh one of Microsoft's former guys just wrote about Gamepass on linkin and...it wasn't pretty
That is true.Huh; TIL! Good to know.
So streaming platforms and sub services like these are basically a dead end, no matter the industry (music, tv/film, games), at least in their current form.
Wow, wish I could like this twice. Great analysis.That is true.
These streaming services were created out of the music industry being shocked by the rise of Napster in the late 1990's. Napster was both stone cold piracy AND a reaction to the industry's greed in discontinuing selling single songs for $1 in the mid 1990's. For the first time in the history of the recorded music industry, music fans had to buy the whole album for $18 even if they only wanted one song. Singles had existed back to the 1910's! My boomer parents grew up buying single 45's for a quarter when they were kids until they had enough money to get a $3 LP. Even then, you'd only buy the LP if you knew that you wanted to listen to the whole album. Otherwise, go for the $.25 single. Older Millennial and GenX kids grew up with 45's, cassette singles, and CD singles (for a brief window in the early to mid '90's).
iTunes was sold to the music industry as a way to get back the revenue lost from discontinuing singles that was lost to piracy by fans who only wanted one song AND a way to improve security around piracy. Of course, the big record labels only heard the second part because they were about as smart as Xbox and they wanted to return to the outsized profits of the 1990's without doing the work of providing a better value proposition for the customer. In truth, Steve Jobs viewed iTunes as a supplement to buying records and CD's that had what was viewed as an improved delivery mechanism and DRM. He talked about how he owned records and CD's for when he wanted to sit down and listen. The record industry also got weary about the amount of control outsider Apple, Inc. had over their business.
Yet, piracy still persisted as it always will. Rather than taking the Nintendo route of both fighting pirates AND and trying to make their games replayable and special and an experience that is unachievable except through Nintendo hardware, the music industry kept on focusing on stamping out piracy even though Napster was gone and they were making good money off iTunes and CD sales through the 2000's. Internet radio had existed since podcasts started in about 2004. The VC/software industry sold racing to the bottom with the pirates as the way to beat the pirates. Of course, it was an arrangement where the software bros. control everything. The record companies decided to invest in Spotify after the VC money dried up because they bought the 2010's hype about streaming being the path to prosperity.
Now, they own lots of equity in something that can't ever make a profit. They had many chances to correct their business. Fans showed them the way with bringing records back as the premium experience and they are at least running with that part of the market. They still haven't ramped up CD sales yet even though Taylor Swift has shown that fans will buy them along with records if you give the fan a good enough value proposition. CD's are much, much cheaper to make than records but they don't sound as good and don't look as cool. But they do the job of delivering packaged music to a customer for not that much money. Figure out how to cut costs on CD's (it's not that hard, CD's cost about $.05 to produce if that), market them as something retro-cool just like records, make them have special keys for content etc. Also, go Nintendo-ninja like on pirates.
The movie industry is even sadder because they were never shocked by Napster. They just bought the 2010's software bro hype about streaming and unilaterally torched 50% of their gross revenue and destroyed retailer relations and pay software bros to go bankrupt. This was an active choice rather than a road to hell paved with defensible incremental business logic like with music (I've thought they were idiots since they discontinued records in favor of CD's but you could make an argument in favor of each increment choice regardless of them being short-sighted and self-defeating). I kind of want movies to crash because they stopped making anything I want to see and want to deliver it to me in a format and pay structure that I refuse to buy into because I'm not paying $20 a month to maybe watch a movie I might want to watch rather than buying something I definitely want to watch.
Phil Spencer and Xbox wanted to bankrupt SIE and Nintendo by forcing them to compete on Microsoft's terms and lose money on this unsustainable business model. He wanted to make the industry about software services delivery rather than entertainment content. He knew that nobody can compete with Microsoft on software services delivery and SIE and Nintendo would go bankrupt if they took the bait. The plan was then to pick their assets and IP up for pennies on the dollar in bankruptcy. Then monopolize the industry. That was the plan. Just like the various TV/movie streamers all wish to monopolize the movie industry. That's all this is about.
Good thing for us that reality still exists and a business still needs to generate cash. And I mean CASH, not net income! Cash! Netflix always generates net income but often loses lots of cash.
Phil Spencer and Xbox wanted to bankrupt SIE and Nintendo by forcing them to compete on Microsoft's terms and lose money on this unsustainable business model. He wanted to make the industry about software services delivery rather than entertainment content. He knew that nobody can compete with Microsoft on software services delivery and SIE and Nintendo would go bankrupt if they took the bait. The plan was then to pick their assets and IP up for pennies on the dollar in bankruptcy. Then monopolize the industry. That was the plan. Just like the various TV/movie streamers all wish to monopolize the movie industry. That's all this is about.