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Gears 5 MP community is non existant, down to #14 on XBL behind years-old games like Roblox, Forza Horizon 4, back Call of Duties, and F2p games


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I still don't understand how Microsoft thinks this is going to be sustainable if games are costing anywhere from $30-$100M+. :drake: You know they didn't make shit off of this game with $1-2 Hobo Pass handouts and legit $10 subscriptions. I wonder what their subscription numbers are, but knowing Microsoft we'll never know.

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Just now, lynux3 said:

I still don't understand how Microsoft thinks this is going to be sustainable if games are costing anywhere from $30-$100M+. :drake: You know they didn't make shit off of this game with $1-2 Hobo Pass handouts and legit $10 subscriptions. I wonder what their subscription numbers are, but knowing Microsoft we'll never know.

Because the reality is the average monthly subscription dues are around $6 for now. We know there's "millions" of subscribers so let's just say it's 6 million. That's $36,000,000 a month in revenue, dispersal of that is obviously Microsoft's cut plus whatever is getting the most usage. Out of that whole chunk they probably see $12-15 million a month in net profit. All of these games sell as well, Gears 5 sold like 150,000 on Steam, that's $6,300,000 in profit after Valve's cut. At retail it's likely sold 1.5 million on Xbox, that's $45,000,000 million in profit with a $30 per unit gain, digitally maybe another 500,000 at $65, that's $32,500,000 in profit. 

 

This game is no doubt on the path to clearing $100,000,000, and it will continue to generate money. It's still selling, it's still being discovered by new people on GamePass, it will generate more and more. People will always buy games, and others will get them on GamePass. Their model is currently reliant on both but given enough time and steady output it won't need to be reliant on both. 

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40 minutes ago, DynamiteCop! said:

Because the reality is the average monthly subscription dues are around $6 for now. We know there's "millions" of subscribers so let's just say it's 6 million. That's $36,000,000 a month in revenue, dispersal of that is obviously Microsoft's cut plus whatever is getting the most usage. Out of that whole chunk they probably see $12-15 million a month in net profit. All of these games sell as well, Gears 5 sold like 150,000 on Steam, that's $6,300,000 in profit after Valve's cut. At retail it's likely sold 1.5 million on Xbox, that's $45,000,000 million in profit with a $30 per unit gain, digitally maybe another 500,000 at $65, that's $32,500,000 in profit. 

 

This game is no doubt on the path to clearing $100,000,000, and it will continue to generate money. It's still selling, it's still being discovered by new people on GamePass, it will generate more and more. People will always buy games, and others will get them on GamePass. Their model is currently reliant on both but given enough time and steady output it won't need to be reliant on both. 

We need to know more information. This is just straight up guessing. "Millions" could be 2,000,000 and how many of those got into the $1-2 offers? Xbox Game Pass can't be making shit or at least be breaking even when it comes to operating cost. Data center space, power, storage, maintenance, upgrades, monitoring, distribution, etc. isn't cheap and Microsoft is paying a shit ton to lease.

 

1.) How many subscribers and at what tier are they subscribing? Monthly, Quarterly, or Yearly?

2.) What does retention look like?

3.) What are operating costs for Game Pass?

4.) What are costs to keep titles on the service?

5.) What are costs for first party studios/marketing to get a game out?

6.) What's the revenue for Xbox Game Pass / Ultimate by itself?

 

For example, we know PlayStation Now has ~700K subscribers when the service was $19.99/mo, $44.99/qtr, $99.99/yr. So that is anywhere between ~$5.8M to ~$14M a month. Not exactly amazing, but Sony is also not releasing their first party games day one either.

Edited by lynux3
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9 hours ago, DynamiteCop! said:

Because the reality is the average monthly subscription dues are around $6 for now. We know there's "millions" of subscribers so let's just say it's 6 million. That's $36,000,000 a month in revenue, dispersal of that is obviously Microsoft's cut plus whatever is getting the most usage. Out of that whole chunk they probably see $12-15 million a month in net profit. All of these games sell as well, Gears 5 sold like 150,000 on Steam, that's $6,300,000 in profit after Valve's cut. At retail it's likely sold 1.5 million on Xbox, that's $45,000,000 million in profit with a $30 per unit gain, digitally maybe another 500,000 at $65, that's $32,500,000 in profit. 

 

This game is no doubt on the path to clearing $100,000,000, and it will continue to generate money. It's still selling, it's still being discovered by new people on GamePass, it will generate more and more. People will always buy games, and others will get them on GamePass. Their model is currently reliant on both but given enough time and steady output it won't need to be reliant on both. 

Hahaha 

 

Hahaha 

 

 

Hahaha 

 

 

Tales from your ass:lawl:

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