The real question is: why wouldn't a dev want their game on as many platforms and revenue models as possible?
What incentive would I get putting a game I developed on a dead or dead on arrival next gen console?
Series X - S parity clause might be big reason why studios are putting games on system.For example, right now Xbox is -as far as I'm aware- still demanding parity between Series S and X. This is a significant challenge in some cases and so if/when the install-base isn't that large its an obvious disincentive.
What would be the point of a simple port of our UE game to a single ecosystem of 30 million hmmmm I wonder….
Those 25 to 30 million users don't really buy games though. They want it on GP.Why not? There are still >25 million Series consoles out there and it's not like a port takes 2 years and costs 20 million.
The only reason for that is because Xbox pays upfront out of their own pocket.What would be the point of a simple port of our UE game to a single ecosystem of 30 million hmmmm I wonder….
The only reason for that is because Xbox pays upfront out of their own pocket.
And you know that the percentage of third-party games on GP is equivalent to 2-3% of the total number of games released annually on Xbox? What do you think happens to the remaining 97%?
Yeah, sure, MS pays each and every studio and publisher (which is practically 99,8% of the publishers and Studios in the industry) to release their games on XBOX...LOL.
The reality is that they simply do it because it's profitable in one way or another and not just because "MS pays them to be on GamePass" (the number of third-party games on GP isn't even 2% of the total games released on the platform)
-30 million users, among whom there are many hardcore users. If games are released when a platform doesn't reach those numbers in its first few years of life, imagine not doing it now.
-Easy and cheap ports to make.
-Xbox isn't just about consoles. Publishing on Xbox adds an Xcloud version that can be played on countless devices.
-Extra advertising and marketing.
But hey!! It's better to believe that MS pays the +1000 publishers and studios that release games each year or that those publishers or studios release their games for charity![]()
Why Nintendo got barely any 3rd party support since the N64 ?The real question is: why wouldn't a dev want their game on as many platforms and revenue models as possible?
They barely sell on Xbox. Which questions the viability of the Xbox brand in general, hence the OP.And you know that the percentage of third-party games on GP is equivalent to 2-3% of the total number of games released annually on Xbox? What do you think happens to the remaining 97%?
(I already answered you anyway)
LOL, just repeating the same idea doesn't make it true.30 million users who don't buy games. I mean if you want to put a game on xbox at this point the only reason would be to put it on gamepass. Especially if you are a smaller studio with minimal resources.
I can answer that for you.let's not pretend like the competition is a utopia.
Calling Xbox "dead" isn't an argument, it's a lazy headline from people who confuse console wars with critical thinking.
The real question is: why wouldn't a dev want their game on as many platforms and revenue models as possible?
I get where you're coming from, and you're right, porting isn't free, and not every platform guarantees solid sales. But calling Xbox "dead" feels like an overgeneralizationI can answer that for you.
A few years ago, the company I worked for looked into porting a specific game to another platform shortly after it released on 2 other platforms. The same argument was used as you just did.
Well, we just do the porting, but it ended up getting cancelled. Why? Well, as many platforms as possible isn't as straight forward as you think. Porting or multiple platforms costs more manpower/time = money
And then patching, approvals, changes (quirks) need to be factored in as well.
So let's say the platform we're porting to isn't going to do the same sales as the other 2 platforms do, let's say
Platform 1 : 237,000 copies sold
Platform 2: 142,000 copies sold
Platform 3: 1000 copies sold
Platform 3 couldn't make up the extra time, approvals, patching etc. because well it all costs money and manpower that can be used on another project or supporting the other 2 platforms.
So, as many platforms as possible isn't always 100% assured more revenue. And Xbox is pretty much dead for smaller developers. As dealing with Microsoft is a nightmare and most of the time not worth it
???LOL.And Xbox is pretty much dead for smaller developers. As dealing with Microsoft is a nightmare and most of the time not worth it
At this stage it's gamepass money.What incentive would I get putting a game I developed on a dead or dead on arrival next gen console?
For some, Xbox won't be worth it. For others, especially with Game Pass or cloud reach, it still makes sense. It's not one-size-fits-all, and that's really the point.You can't pretend all platforms are equally viable and that there aren't criteria that need to be met for publication there are equally easy to implement.
For example, right now Xbox is -as far as I'm aware- still demanding parity between Series S and X. This is a significant challenge in some cases and so if/when the install-base isn't that large its an obvious disincentive.
Its always going to be about opportunity cost and return on investment; the former not just be about money but generally about time/manpower required to port and support.
Believe me, Microsoft is/was a nightmare to get things done with. I am no longer in the game industry. Got a nice job at a big corporate company, it might sound soulless, but I am infinitely happier now.I get where you're coming from, and you're right, porting isn't free, and not every platform guarantees solid sales. But calling Xbox "dead" feels like an overgeneralization
Plenty of indies have done well there, especially with Game Pass expanding reach beyond just console. It's not always the right move, but it's still a valuable ecosystem depending on the game and the deal
And I've seen plenty of devs complain about Nintendo's outdated systems or Sony's notorious red tape, it's often the same problems, just with a different logo
Because, sometimes, the ROI is just not there.let's not pretend like the competition is a utopia.
Calling Xbox "dead" isn't an argument, it's a lazy headline from people who confuse console wars with critical thinking.
The real question is: why wouldn't a dev want their game on as many platforms and revenue models as possible?
The expected revenue on Xbox is higher than the cost of porting.What incentive would I get putting a game I developed on a dead or dead on arrival next gen console?
Third-party games released on GamePass represent 2-3% of the total games released on Xbox... That is, according to you, the remaining 98% release games for.... charity??At this stage it's gamepass money.
If you're not getting that then it's not worth it.
What incentive would I get putting a game I developed on a dead or dead on arrival next gen console?
3rd party has definitely improved this gen. But Gamepass deals are almost certainly the reason it did with the non-Conglomerate devs.Third-party games released on GamePass represent 2-3% of the total games released on Xbox... That is, according to you, the remaining 98% release games for.... charity??
The reality is that no studio releases games for "charity" and without the incentive to be profitable. And the proof is in the X360 era, where niche games and Big IPs were no released, but today these are released on XSeries. It's the Xbox generation with the best third-party support in history.
Sometimes I think there are people who aren't aware of the catalog and the number of games released annually on XBOX and get carried away by the 2-3 notable cases of games that even end up being released on XSeries and no one remembers them anymore... and hence their idea that "Studios are stopping releasing on XBOX" when, i repite, in reality it is the generation (despite everything) where an Xbox console received the best third-party support in its history and thre is no discussion possible about it![]()
What incentive would I get putting a game I developed on a dead or dead on arrival next gen console?
3rd party has definitely improved this gen. But Gamepass deals are almost certainly the reason it did with the non-Conglomerate devs.
Your EAs and Ubisofts were always gonna post their titles on Xbox though.
If you are not EA or Ubisoft, and you don't get a gamepass deal then its not really worth it for you to post titles on Xbox rn because the userbase has been thoroughly conditioned not to buy by now, and you're not getting the recompense via gamepass.
You need to validate that %98 figure btw. Almost every notable new release lands on gamepass.We come back to the same point: if it's not worth it if you're not on Game Pass... what's the reason for the rest (98% of the XSeries catalog) to exist if that's the case?
And no, "charity" is definitely not a valid reason. The logical reason, as hard as it may be to accept, is that there's a potential profitability in doing so, and the opposite (not publishing) on Xbox is more risky and/or a worse idea than doing so.
Those 25 to 30 million users don't really buy games though. They want it on GP.
It's as easy as clicking on the Xbox Store and seeing what percentage of third-party games are GamePass games.....You need to validate that %98 figure btw. Almost every notable new release lands on gamepass.
No, that's not the case, and that's why I invite you to take a look at the games released on Xbox that have or later will have some kind of relationship with GamePass.Anything posted on Xbox is either posted before Gamepass, is published by a major entity that doesn't need/want Gamepass money, or has an opportunity to get gamepass money in the future (at a smaller degree).
I don't understand it. Extra marketing as an incentive is nothing new. In fact, I include it as one of the many reasons I use for publishing on Xbox. Because MS often markets games that aren't released on GamePass.Some also got marketing deals too.
Money, game pass money and backwards compatibility for the Xbox next gen handheld and consoleWhat incentive would I get putting a game I developed on a dead or dead on arrival next gen console?
What's 45 here ? Million ?Before you ask:
Switch 150 = 55%
PS5 75 = 26%
XSX 45 = 16%
They had a big start (21+ million by 31 December 2022), mostly being Series S, thanks to the shortage of the X and PS5, and 3 years later they barely managed to sell 10 million (most being Series X, wondering if some of them are not people who bought a Series S first deciding to buy an X afterwards), and they keep shipping less than 1 million per quarter for several quarters now, which is Wii U category.Those 30m consoles that were sold didn't magically disappear.
Smaller install base systems usually have core gamers as customers entirely. Thats valuable and will always be addressed.
You guys have repeated this same crap for so many years that you're actually starting to believe it
Self programming in action. Fascinating to see, really.