Sorry but I have to disagree on this one. I'm not saying MS haven't had some good 1P releases the past year: FH5, Halo Infinite, Flight Sim, Deathloop, Psychonauts 2, AoE4 to name the main ones. But there are caveats with all of them.
FH5 has seemingly stalled in momentum since release. Halo Infinite has solid gunplay but very little content and has been bleeding players for months. Flight Sim was a port of a game that came to PC first in 2020. Deathloop has a VERY polarizing reception between critics & many players. Psychonauts 2 was more or less on very solid ground prior to MS buying DF (their funding did help, though). AoE4 is another 1P game that's prioritized PC over Xbox for initial release (why can't these games get PC & Xbox simultaneous Day 1 releases?).
But for myself, I don't know if the current variety matches what they had in the OG Xbox & peak 360 eras, and there's no telling if the future releases will provide a match in variety or quality, either. OG Xbox getting Halo 2, Crimson Skies, DOA3, DOA: Ultimate, Ninja Gaiden, the Otogi games, JSRF, Outrun 2, PD Orta, Blinx, DOOM 3, Riddick, Morrowind, Jade Empire 1 & 2, KOTOR 1 & 2, PGR, Forza and more. 360 had a lot of Western 1P & 3P exclusives and quite a few cool Japanese 3P exclusives and more Japanese 3P multiplats in the AAA space than anyone thought they'd get.
If we're just talking in terms of platform exclusives, I don't think Xbox has had the cadence in releases they did during the 360 or even early XBO days, and again there's no telling how some of these games actually land.
Yes it's true some of the numbers were off, but that wasn't the only article being used. Other reports, including fiscal results from Sony & Nintendo directly within that time period, were used for corroborating things in that article. Things like the GamePass percentage share of game subscriptions market, we assumed that was as a subset to the wider services market revenue amounts, which makes sense logically speaking.
For some of the numbers that were wrong, it was easy enough to get more accurate numbers because numbers the article provided were based on percentage amounts, so assuming the percentages were accurate then deriving actual numbers was easy enough to fix.
If we take your idea here, all 25 million people doing the $1 conversion would be $300 million a year, and that's the cheapest method technically out there. So that's actually worst than the range we arrived at in that other thread :/.
Ultimately I don't care much, either, but wanting some numbers on GamePass revenue is always something we as gamers are going to want because it gives us a way to measure platform/ecosystem performance over a long-term period. It provides important discussions, too, and we always want some means of knowing how gaming platforms are performing.
Plus, with Microsoft themselves having positioned GamePass and metrics like MAU as more important than console sales (for them), the fact they already don't provide console sales numbers is going to leave some gamers wanting that to be "made up" for via some other type of hard numbers. I think shareholders ultimately don't care because Xbox and GamePass themselves aren't big parts of MS's profits anyway; Windows, Office, and Azure Cloud are where the vast majority of MS revenue & profit comes from so any performance with Xbox and GamePass (positive or negative, financially speaking) doesn't really matter for most shareholders anyway.
Agreed