Hey all
WHAT A LEAK! I've been spending a lot of time thinking about the economics of the video game industry, and Game Pass. I find it interesting that the smallest player - XBOX - is the only one pursuing this strategy while Sony says it is not doable.
I initially gave Phil Spencer the benefit of the doubt. but today's leak almost definitely proves that Sony is right. Moreover, I don't think XBOX will ever be able to scale the business to profitability.
Punclhine:
I will explain:
1. How and how much money does Xbox Game Pass makes per user per month
2. How much it probably cost Xbox to acquire content and why do I believe it is loss-making despite claims to the contrary
3. Why Playstation is CORRECT that the economics of video games do not scale to the current subscription model
4. Xbox will either never get meaningful AAA support and it will unlikely ever be profitable, even at scale
5. Xbox likely monetizes content at LESS than half the industry standard and has no cost advantage. This is an inferior business model
6. Best case Xbox GamePass and XCloud still look like a sub-scale version of the Apple App Store and Google Playstore.
1. How and how much money does Xbox Pass makes per user per month
XBox makes $10/month/user and drives increased engagement and monetization.
Now we know it is about $0.15 per hour from TWO different presentations.
Avg gamer plays about 40 hrs a month so TOTAL MONETIZATION IS ABOUT $0.40/hour.
$0.25 ($10/40h) from the subscription+ $0.15 engagement monetization
2. How much it probably cost XBOX to acquire content and why do I believe it is loss-making despite claims to the contrary
3rd party content, which is about 80% of gamer hours COSTS AS MUCH AS $1.00 per hour.
REMEMBER! Xbox has tied content spend to per hour engagement, not per game.
Even if content cost is half (or about $0.50/hr) bc indie's cost less, timing, etc.. that's still a ($0.10) per hour in gross profit.
We also need to add $0.06 or 15% of sales in costs for overhead, as we learned 1st revs have 85% GP% from the ZeniMax presentation.
Finally, consider customer acquisition costs. I’ll admit that i feel messy confident about this figure. If I assume a monthly churn of 5%-10% and an LTV of 2x-3x I get about $60.
IF a new user plays 40hr/month for 10-20 months before churning, he or she will play ~600 hrs so Xbox spends $0.10/hr in CAC.
3. Why Playstation is CORRECT that the economics of video games do not scale to the current subscription model
Let us put it all together
$0.25 in subscription fees
$0.15 in total monetization
$0.40 in revenue per hour
$0.06 in overhead costs
$0.50-$1.00 in content cost per hour
$0.10 in CAC
$0.26-$0.76 LOSS PER HOUR.
Here is how I think it looks with 25m subs.
The development/content cost is the key variable to argue over. 1st party won’t save it either. Starfield is probably a $200m-$300m game that will likely hit 20m users. Let’s say they play an average of 50 hours, 1000m of engagement vs $250m in cost is $0.25/hr. That’s probably the floor for costs, and ignore all the other costs.
3rd party developers have a total cost per game equivalent of $0.30-$0.50/hr and they expect to make 2x-4x their cost in gross profit. It is going to be difficult to get AAA content meaningfully below $0.50-$1.00.Xbox is stuck paying MORE per hour of content than their ~$0.40 monetization rated
XBOX will either never get meaningful AAA support because
1. they either can't afford to keep paying
or
2. they'll pay but unlikely ever be profitable since costs/hr> revenue/hr
5. XBOX likely monetizes content at LESS than half the industry standard and has no cost advantage. This is an inferior business model
The key here is that Xbox's monetization model has switched to engagement. Console games are just too expensive and users don't spend enough hours to support the current model.
6. Best case XBOX GamePass and XCloud still look like a subscale version of the Apple App Store and Google Playstore.
Candy Crush has 250m MAUs (10x Game Pass) and monetizes at $0.35/user/month vs. GamePass MAUs at $16. Game Pass is too small to be a platform for Free-to-Play and too cheap to be a platform for console gaming.
IF they raise prices further, they'll price themselves out of the market.
This is a business model problem, not a scale problem.
WHAT A LEAK! I've been spending a lot of time thinking about the economics of the video game industry, and Game Pass. I find it interesting that the smallest player - XBOX - is the only one pursuing this strategy while Sony says it is not doable.
I initially gave Phil Spencer the benefit of the doubt. but today's leak almost definitely proves that Sony is right. Moreover, I don't think XBOX will ever be able to scale the business to profitability.
Punclhine:
I will explain:
1. How and how much money does Xbox Game Pass makes per user per month
2. How much it probably cost Xbox to acquire content and why do I believe it is loss-making despite claims to the contrary
3. Why Playstation is CORRECT that the economics of video games do not scale to the current subscription model
4. Xbox will either never get meaningful AAA support and it will unlikely ever be profitable, even at scale
5. Xbox likely monetizes content at LESS than half the industry standard and has no cost advantage. This is an inferior business model
6. Best case Xbox GamePass and XCloud still look like a sub-scale version of the Apple App Store and Google Playstore.
1. How and how much money does Xbox Pass makes per user per month
XBox makes $10/month/user and drives increased engagement and monetization.
Now we know it is about $0.15 per hour from TWO different presentations.
Avg gamer plays about 40 hrs a month so TOTAL MONETIZATION IS ABOUT $0.40/hour.
$0.25 ($10/40h) from the subscription+ $0.15 engagement monetization
5643-EB4-D-95-D1-48-A0-9-F6-C-DBF86669951-F hosted at ImgBB
Image 5643-EB4-D-95-D1-48-A0-9-F6-C-DBF86669951-F hosted in ImgBB
ibb.co
3-AECD389-C52-B-477-A-8-D68-260-F9367806-C hosted at ImgBB
Image 3-AECD389-C52-B-477-A-8-D68-260-F9367806-C hosted in ImgBB
ibb.co
2. How much it probably cost XBOX to acquire content and why do I believe it is loss-making despite claims to the contrary
3rd party content, which is about 80% of gamer hours COSTS AS MUCH AS $1.00 per hour.
REMEMBER! Xbox has tied content spend to per hour engagement, not per game.
FC176-A9-E-74-BF-4778-8-EED-C00-DA0764-C97 hosted at ImgBB
Image FC176-A9-E-74-BF-4778-8-EED-C00-DA0764-C97 hosted in ImgBB
ibb.co
B53-B5-E00-6613-4-C73-AAF6-3-A3738-B6-FC16 hosted at ImgBB
Image B53-B5-E00-6613-4-C73-AAF6-3-A3738-B6-FC16 hosted in ImgBB
ibb.co
Even if content cost is half (or about $0.50/hr) bc indie's cost less, timing, etc.. that's still a ($0.10) per hour in gross profit.
We also need to add $0.06 or 15% of sales in costs for overhead, as we learned 1st revs have 85% GP% from the ZeniMax presentation.
Finally, consider customer acquisition costs. I’ll admit that i feel messy confident about this figure. If I assume a monthly churn of 5%-10% and an LTV of 2x-3x I get about $60.
IF a new user plays 40hr/month for 10-20 months before churning, he or she will play ~600 hrs so Xbox spends $0.10/hr in CAC.
FDCE8-D8-F-8-C90-4-C3-F-9-ACD-25491835-B97-A hosted at ImgBB
Image FDCE8-D8-F-8-C90-4-C3-F-9-ACD-25491835-B97-A hosted in ImgBB
ibb.co
D48-F2-A0-F-9-D16-48-B3-9733-43-E8-A5-A7-B7-AC hosted at ImgBB
Image D48-F2-A0-F-9-D16-48-B3-9733-43-E8-A5-A7-B7-AC hosted in ImgBB
ibb.co
3. Why Playstation is CORRECT that the economics of video games do not scale to the current subscription model
Let us put it all together
$0.25 in subscription fees
$0.15 in total monetization
$0.40 in revenue per hour
$0.06 in overhead costs
$0.50-$1.00 in content cost per hour
$0.10 in CAC
$0.26-$0.76 LOSS PER HOUR.
Here is how I think it looks with 25m subs.
EB36-E166-4-ACB-4-CC1-ACA7-FB572-C036698 hosted at ImgBB
Image EB36-E166-4-ACB-4-CC1-ACA7-FB572-C036698 hosted in ImgBB
ibb.co
A404-FB02-98-F2-4-C3-D-9268-BD9-FEB779-D45 hosted at ImgBB
Image A404-FB02-98-F2-4-C3-D-9268-BD9-FEB779-D45 hosted in ImgBB
ibb.co
F7-B9-C330-0-A0-E-44-E8-AF35-E9-F9070-EF524 hosted at ImgBB
Image F7-B9-C330-0-A0-E-44-E8-AF35-E9-F9070-EF524 hosted in ImgBB
ibb.co
3rd party developers have a total cost per game equivalent of $0.30-$0.50/hr and they expect to make 2x-4x their cost in gross profit. It is going to be difficult to get AAA content meaningfully below $0.50-$1.00.Xbox is stuck paying MORE per hour of content than their ~$0.40 monetization rated
XBOX will either never get meaningful AAA support because
1. they either can't afford to keep paying
or
2. they'll pay but unlikely ever be profitable since costs/hr> revenue/hr
5. XBOX likely monetizes content at LESS than half the industry standard and has no cost advantage. This is an inferior business model
The key here is that Xbox's monetization model has switched to engagement. Console games are just too expensive and users don't spend enough hours to support the current model.
889-A22-EC-5-E69-444-B-B5-A3-8-FC53-C1-FE48-C hosted at ImgBB
Image 889-A22-EC-5-E69-444-B-B5-A3-8-FC53-C1-FE48-C hosted in ImgBB
ibb.co
6. Best case XBOX GamePass and XCloud still look like a subscale version of the Apple App Store and Google Playstore.
Candy Crush has 250m MAUs (10x Game Pass) and monetizes at $0.35/user/month vs. GamePass MAUs at $16. Game Pass is too small to be a platform for Free-to-Play and too cheap to be a platform for console gaming.
IF they raise prices further, they'll price themselves out of the market.
This is a business model problem, not a scale problem.
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