Wednesday, September 23rd 2020
Xbox Game Pass Surpasses 15 Million Subscribers
Microsoft Xbox Game Pass continues to grow at a remarkable rate with the subscription service recently surpassing 15 million subscribers. Microsoft have been heavily investing in the service bringing more games onboard with EA Play inclusion and the recent acquisition of Bethesda. Select games from this growing catalog are now available on mobile devices through Microsoft Project xCloud in addition to the existing PC library. Microsoft's large investment in the service is beginning to pay off with subscriptions increasing by 5 million in just 6 months and the service will likely play as a major drawcard for next-generation systems.
Source:
Microsoft
27 Comments on Xbox Game Pass Surpasses 15 Million Subscribers
Game Pass being or becoming a major drawcard for next-gen (and PC!) is correct though.
Long term, they will put pressure on the content industry and damages creativity and studio lifespans. Its a fast ticket to being bought up by the one running the service.
Not even with a 10 foot pole will I support this destructive junk. I wonder how long until the penny drops elsewhere.
Though, I haven't tried XB Game Pass yet. Looks appealing, with tons of titles that I like, just haven't had enough spare time (quarantine hit me backwards, with more work and less "fun").
Even at full $10/mo looks like a good deal. Basically it's Netflix for gamers.
Goes for Steam et al too by the way.
In US there were some big players, like Gamefly, Gamestop, and at some point even Netflix tried to dip its toes into game subscriptions (that's when they still had DVDs, and you needed a disk to stream netflix movies to your console).
I spent a couple of years state-side and excluding very few "must-have" games for consoles, that was the only way I played games and discovered new titles on PS3 and XB360.
The only two reasons PC is different, is:
1) Fierce competition and relatively low prices
2) False sense of ownership on most digital platforms.
Same with cloud gaming. I beat witcher 2 on OnLive, which is now a base for PSN Cloud gaming network (if my memory serves me right).
You see this with Apple, MS, Google, most of all. They want to control the whole thing, its not just providing the service. Netflix isn't much different except that market still has some healthy division between content production and distribution, but their Netflix Originals (and the amount of money they pump into it) are another example of that same grasp for control. And not just in entertainment. It happens in fast food ordering, it happens in taxis (Uber), etc etc. And none of it really benefits us in the end. Its a race to the bottom for the userbase, and a race to profit for shareholders. At the expense of freedoms, rights, securities, and just the ability to run a normal business. When you are part of these services, whether as a user or a provider, you are living in an alternative economy where you no longer really know the rules - but you do know they're different from what's written in law for normal customers and businesses. ''Subject to change'...
Its bigger than you might think and we're already knee deep into this shit. Time to wake up
Microsoft just wants to be first[success] on this trend's revival. I'm sure if it picks up, Steam and EGS will follow in a heartbeat.
Note these are all US companies.
And yes you can cancel it, but how does that help the content industry? Devs and studios pay that bill.
I am with you completely on games such as SkyRim, Witcher, upcoming Cyberpunk, etc. I would never choose a sub model for those types of games and feel that they are fully deserving of the asking price. But we still have the same situation, where if I choose to purchase my game through EGS, Steam, etc and any one of them for some reason disappear, I am still out of my game all the same. There is only one solution really, and that is a physical copy of the software with zero keycode activation required. But we are looong past those days and they aren't coming back ever.
With games as a service, as soon as said service provider feels they don’t make enough money off a title it is gone. By supporting such a system, it supports future lack of choice for everyone. Have you never decided you wanted to play a game 4 or more years after you first played it? Good luck with that in a GAS model.
For subscription based services (on demand entertainment0 we already know that content is temporary. So you are guaranteed to:
A: drag a % of your salary to content providers every month
B: only get temporary satisfaction off it
C: know that there is no investment whatsoever because its gone the minute you transfer the money. Subject to change. You're literally subjected to it. The service decides for you what you play
For normal distribution outlets that offer you a real copy;
A; you pay a fixed price for the product and no recurring fee
B: you own it, legally you have a license that you own and promises game access and updates
C: the game can't leave the service without a legal course of action and you have every opportunity to keep it there by exercising consumer rights - or get a refund as what you paid for is no longer being offered as per the agreement you made on purchase.
These differences exist and are undeniable. Thinking they don't is just pulling wool over your eyes and nothing else. Its just a matter of time before the on-demand service will make a move you won't like. And then another... and another. And when you do feel 'forced' to leave it ("I can cancel anytime hahaha! " yeah... who's really laughing here?!) all the money that went into your 'access' is just quite simply gone. No save games, no nothing. Buy the game later and you'll start right over from scratch as if all you've ever done with games has been sucked into a black hole. Its just gone.
This immediately kills several business models within games... but it also kills certain aspects of games that make them what they are. The most important one: Persistence. Your progression is marked with all sorts of things and if you own the content, those things are saved locally. its a huge thing, as it makes or breaks the way certain games play. By having that offsite, games are also forced to implement a cloud save as standard and this in turn forces online where it would never be required.
A game such as Grim Dawn? Simply impossible to make when run through cloud services. Offline save scumming and edits? Good luck with that. Modding and having your perfect setup? Okay... interesting, and again... good luck running that consistently over cloud services.
So yeah... not a million years, I literally do not even want it for free. To each his own....
So I guess ultimately for me, neither one of the options alone fit my use case perfectly. I feel having both forms available to be a very good value based on my personal media consumption habits.
The only exception is GOG, which treats "purchases" as actual "purchases" with all legal obligations, but if for some reason it stops existing - you better hope you got your digital downloads backed up offline. Neither service is perfect, and neither guarantees that you will be able to play your games at any point in time in the future.
Physical copies are cool and all, but let's remember that for the past 10+ years most of those still ship with some sort of online DRM (...khm...thanks Blizzard and Valve for setting the trend...) and are no different than buying it from any digital distribution platform. Exactly that.
There's also a more drastic way of looking at it, which should be more to liking to people over 35: think of it as old gaming magazines. Most of us bought those not just for content, but for game reviews and demo disks. Since demos are the thing of the past and become as rare as whales, playing $10/mo for access to full versions of many more games is sorta crazy comparing to spending the same amount on few shitty articles, few biased/paid reviews and few short demos every month. It's a matter of perspective.