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For developers, Gamepass is the worst thing to happen to the industry.

PJX

Member
As a developer, Game Pass doesn't benefit studios the way it was promised. Developers were told that putting their games on Game Pass would lead to increased sales through greater exposure, but that hasn’t worked out as expected. Talking to a few developers that I know they stated that while the initial spike in visibility was noticeable, it hasn’t translated into the kind of long-term sales growth theye were led to believe. Instead, players seem content to engage with their game on the service and then move on to the next title, leaving traditional revenue streams stagnant. Does Game Pass harm developers in ways that are only becoming clear now. Unless Microsft is doing a huge payout, a lot of indie developers I know aren't seeing reasons to release their games on the platform and they payout has decreased dramatically since the buyouts.

A studio I know sent the following assestment to me.

  • Revenue Uncertainty: Developers often rely on upfront sales for predictable revenue. Game Pass shifts this model to a subscription-based payout, which can be inconsistent and tied to engagement metrics rather than actual game purchases. This leads to financial uncertainty for studios, especially indie developers.
  • Devaluation of Games: With so many titles available for a low monthly fee, the perceived value of individual games decreases. Consumers may become less willing to pay full price for games outside the subscription, creating a "race to the bottom" in pricing.
  • Unsustainable Expectations: Game Pass fosters a culture where players expect to access a large library of high-quality games at minimal cost. This places pressure on developers to lower prices or join the subscription service, often at unfavorable terms.
  • Lack of Long-Tail Sales: Titles on Game Pass may experience a surge in engagement initially but suffer from reduced long-term sales as players move to newer titles within the subscription. This affects studios that rely on steady income from evergreen titles.
  • Indie Developers Struggle: While exposure on Game Pass can boost visibility, many indie developers report that the revenue from the platform doesn’t compensate for the loss of traditional sales. Additionally, it can be challenging for smaller games to stand out among a vast library.
 
Would lot of those games would have less exposure and sales and what were their expectations? Were they realistic, by that I mean what would sales realistically been without it? Were they built for gamepass type experience? What type of games tend to be more successful on that service? I’m asking because every single one of those points are true regardless of gamepass or not.
 
Game Pass is a race to the bottom that has lead to the devaluing of games. The only winners are those that Microsoft blesses with a deal to be on the service, but it sounds like from your post some have regret from a lack of sales.
That started long ago on PC sales. How can you complain about Gamepass when Epic games gives away around what 60+ titles a year?
 
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Indies should do all the Steam sales for new sales for years. But yea, if a game goes to GamePass, I probably won’t spend over $20 for it somewhere else.

Human nature is to get what you can for as cheap as you can. So instead of getting Indiana Jones for $70 on PC or even $20 for a month of GP ultimate, I did a <$8 GP key.

I would have probably bought Indy for around $40 at some point if it was never in a sub.
 
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As a developer, Game Pass doesn't benefit studios the way it was promised. Developers were told that putting their games on Game Pass would lead to increased sales through greater exposure, but that hasn’t worked out as expected. Talking to a few developers that I know they stated that while the initial spike in visibility was noticeable, it hasn’t translated into the kind of long-term sales growth theye were led to believe.

Yes, the platform holder would tell the developers this. But in reality....


Instead, players seem content to engage with their game on the service and then move on to the next title, leaving traditional revenue streams stagnant. Does Game Pass harm developers in ways that are only becoming clear now. Unless Microsft is doing a huge payout, a lot of indie dev

....this is what happens.

I'm not sure how, exactly, developers were convinced that providing their games on two platforms, for what is effectively free, would somehow increase sales. I hope the backend payment is enough to make some offset, but...

And don't get me wrong, I'm sure there are developers in which the secured payment on the backend can be worthwhile in comparison to a gamble, but, yes this all seems self evident but I'm not a developer.
 

Kataploom

Gold Member
I guess it is, but why not start charging as much as they predict they'll sell in the best case for several years plus some more? That will cover them any loses.

They don't have to cheap out with F Microsoft, if they don't trust their product then it's not game pass fault that they don't sell.

In that case, they shouldn't lose money over the deal, they wouldn't require to sell on there platform to succeed financially and MS would think better whether that's worth it or not.
 

K' Dash

Member
People who have never written a line of code or know nothing about software development give their opinion on developing software for the games industry.


Eddie Murphy Yes GIF
 
A studio I know said it was the best thing ever for developers.

Seriously though, I look at it like Netflix, etc. Your real value should come from first party titles. For those 3rd parties releasing on GP it’s up to them to weigh up the pros and cons.

Older 3rd parties are added as additional content once they’ve had their new release sales.

Any developer that suffers from GP only has themselves to blame.
 
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PJX

Member
I suggest you get involved in the indie scene. You'll learn a lot. Attend a few meet ups, shows, conferences and people will talk. I'm in a Discord channel called Game Dev Local. We used to do monthly meet ups before Covid in central London now we do meets up in Brighton every couple of months. I'm in another group that's dedicated to Unity programmers and we do meets up every month near Clapham Common (London in case you don't know). But yeah, sure Jan.
 
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Gamepass teaches people to not buy games or spend a dime on them, as the present Marvel Rivals figures demonstrate.
Another direct consequence of this is that people embrace mediocrity as long as it's for free so they stop appreciating really good games. It's cancerous for the industry, a miserable junk food mentality.

This is not arguable in the very least, and is supported by sales figures and the online discourse about GP.
 
If gamepass was such a great idea then nintendo and playstation would've adopted the idea. But they both instead have been content to sit and watch as the xbox division sinks itself with its own stupidity while continuing to sell games at full price for their respective platforms.
PS+ is basically GP without day 1 games, so they did adopt the idea
 
Its a great deal for consumers. Half of those are just straight positives if you are looking to empower the consumer. Helps lower prices, helps increase options and ease of access and is so good that some developers have to step their game up to compete.

Good.

Their argument is that you should have less choice, more expensive games. They are arguing that you should have a worse experience so that they don't have to compete. That's literally their argument.

Bad news for them. GP is looking like 2025 will be the best year yet. Better make good games.
 
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Tams

Member
Read that line again and think about software that you don't buy that you use every day, and don't reply, you clearly are not bright enough to hold a conversation with a 12yo.

Pretty much all the software I use I paid for. The rest is either 'free' because I pay with my privacy, it's a byproduct/afterthought of some corporate software, or because it's made for free by some lovely autists who like making it for fun.

For media, I only subscribe to a music service and guess what? I very rarely buy music.
 
Read that line again and think about software that you don't buy that you use every day, and don't reply, you clearly are not bright enough to hold a conversation with a 12yo.
Sure thing. The free software I use everyday, like web browsers? That aren't for sale? Or other software that's free, supported by ad revenue.. ? Can you tell me more about this abundance of software being that I'm unqualified to speak to anyone.
 
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Hero_Select

Member
As a developer, Game Pass doesn't benefit studios the way it was promised. Developers were told that putting their games on Game Pass would lead to increased sales through greater exposure, but that hasn’t worked out as expected. Talking to a few developers that I know they stated that while the initial spike in visibility was noticeable, it hasn’t translated into the kind of long-term sales growth theye were led to believe. Instead, players seem content to engage with their game on the service and then move on to the next title, leaving traditional revenue streams stagnant. Does Game Pass harm developers in ways that are only becoming clear now. Unless Microsft is doing a huge payout, a lot of indie developers I know aren't seeing reasons to release their games on the platform and they payout has decreased dramatically since the buyouts.

A studio I know sent the following assestment to me.

  • Revenue Uncertainty: Developers often rely on upfront sales for predictable revenue. Game Pass shifts this model to a subscription-based payout, which can be inconsistent and tied to engagement metrics rather than actual game purchases. This leads to financial uncertainty for studios, especially indie developers.
  • Devaluation of Games: With so many titles available for a low monthly fee, the perceived value of individual games decreases. Consumers may become less willing to pay full price for games outside the subscription, creating a "race to the bottom" in pricing.
  • Unsustainable Expectations: Game Pass fosters a culture where players expect to access a large library of high-quality games at minimal cost. This places pressure on developers to lower prices or join the subscription service, often at unfavorable terms.
  • Lack of Long-Tail Sales: Titles on Game Pass may experience a surge in engagement initially but suffer from reduced long-term sales as players move to newer titles within the subscription. This affects studios that rely on steady income from evergreen titles.
  • Indie Developers Struggle: While exposure on Game Pass can boost visibility, many indie developers report that the revenue from the platform doesn’t compensate for the loss of traditional sales. Additionally, it can be challenging for smaller games to stand out among a vast library.
What game have you developed?
 

adamsapple

Or is it just one of Phil's balls in my throat?
I don't see day 1 first or second party games on that subscription service.

Plucky Squire, Humanity, Sea of Stars etc. PS Plus has its share of Indie day 1 releases as well.

In general, since the PS+ revamp, that service is a lot more similar to Game Pass than not.

Games that go on GP are on PS+ a few months later in so many third party cases.
 
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BennyBlanco

aka IMurRIVAL69
If gamepass was such a great idea then nintendo and playstation would've adopted the idea. But they both instead have been content to sit and watch as the xbox division sinks itself with its own stupidity while continuing to sell games at full price for their respective platforms.

Sony did adopt the idea with a multi tiered sub though?

Gamepass teaches people to not buy games or spend a dime on them, as the present Marvel Rivals figures demonstrate.
Another direct consequence of this is that people embrace mediocrity as long as it's for free so they stop appreciating really good games. It's cancerous for the industry, a miserable junk food mentality.

This is not arguable in the very least, and is supported by sales figures and the online discourse about GP.

I haven’t used it in a while but this is nonsense. Game pass has some amazing games on it. P3 reload. All those Yakuza games. All those Halo games. All those old Bethesda games. Remnant 1 and 2. Etc. It has way more good games than bad games.
 
Plucky Squire, Humanity, Sea of Stars etc. PS Plus has its share of Indie day 1 releases as well.

In general, since the PS+ revamp, that service is a lot more similar to Game Pass than not.

Games that go on GP are on PS+ a few months later in so many third party cases.

All three of those games aren't first or second party studios though. They're indie games that took a bag of money to put their game on the subscription service.
 
Sony did adopt the idea with a multi tiered sub though?



I haven’t used it in a while but this is nonsense. Game pass has some amazing games on it. P3 reload. All those Yakuza games. All those Halo games. All those old Bethesda games. Remnant 1 and 2. Etc. It has way more good games than bad games.

Sony didn't adopt the idea of putting first or second party games day one on gamepass. Gamepasses main feature was getting exclusives day 1 at no extra cost and sony nor nintendo have copied that idea.
 
Gamepasses entire business model and idea relies on first party games day 1 on gamepass. Playstation didn't adopt said idea because they know that putting first party games or second party games on a subscription model day 1 is suicide. No one in the industry has adopted gamepasses model.
It's one part of the same idea. OP doesn't say day 1 games, it says GP which broadly refers to a subscription gaming service ala PS+.
 
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Ozriel

M$FT
Gamepasses entire business model and idea relies on first party games day 1 on gamepass. Playstation didn't adopt said idea because they know that putting first party games or second party games on a subscription model day 1 is suicide. No one in the industry has adopted gamepasses model.

Sony didn't adopt the idea of putting first or second party games day one on gamepass. Gamepasses main feature was getting exclusives day 1 at no extra cost and sony nor nintendo have copied that idea.

The premise of the thread is that a subscription service with a lot of indie games keeps consumers from buying indie games.
In that regard, there’s no difference between PlayStation and Xbox.


Did you even read the title of the video?
 
The topic sounds like OP is just talking about all developers in general not specifically indie. OP can clarify though when they get the chance to though haha.
I saved us the time and did what OP would have done any way .... asked ChatGPT:

The OP seems to be referring to subscription services in general, with Game Pass being the specific example in focus. The critique isn't limited to "Day 1" games (titles released on the service from their launch date), although the points raised about revenue uncertainty, devaluation, and long-term sales impact would arguably hit Day 1 games harder.

Key takeaways from the post:

  1. Subscription Services Model: The criticism revolves around how subscription services like Game Pass change the revenue model for developers. Instead of direct game sales, revenue comes from payouts tied to subscription metrics (engagement, downloads, etc.), which can lead to financial uncertainty.
  2. Day 1 Game Dynamics: While not explicitly limited to Day 1 games, the argument likely encompasses them because Day 1 releases rely heavily on initial sales momentum—something that subscription services can dilute.
  3. Indie Developers: The assessment highlights challenges specific to indie developers, whose smaller budgets and reliance on predictable revenue streams make them particularly vulnerable to the negative effects of subscription models.
While the complaints might disproportionately affect Day 1 games (due to lost launch-window sales), the broader argument applies to games on the service regardless of when they were added.
 
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