Ok. Let's talk about why Xbox decided to announce that it would double the price of Xbox Live Gold (12m period) and then reversed that decision less than 24 hours later after strong backlash from fans.
Quick thread on the topic from me below:
If you've followed me in the past you know that I've talked a lot about Xbox is moving beyond the console and has a goal to offer multiple entry points into its ecosystem, with Game Pass being the main entry point into its software and services ecosystem.
This strategy makes a lot of sense on paper, but is proving difficult for Microsoft to execute in the short term.
The aim is to scale Game Pass as a service to reach the entire gaming audience via multiple console offerings, but also beyond console via PC & Mobile (Cloud) etc.
It's also why Xbox has plans to extend Game Pass + xCloud to iOS, Windows and other devices (Smart TV's) in the future.
Its investment in studios and IP aims to increase the value prop of Game Pass, with multiple AAA titles available on the service day 1.
All for $15pm.
Game Pass has already grown to 15 million subscribers, but it's worth noting that the majority of these subs are also Xbox console players.
The goal of reaching the broader gaming audience beyond console will take some time to fully execute for a number of reasons:
For example, cloud gaming isn't viable for everyone just yet. It's currently being used by existing console players to extend play to other devices.
Even with recent acquisitions, Game Pass doesn't have a steady flow of day 1 AAA content just yet (Halo delay).
With this in mind I want to refer to an old thread I wrote last year about how Xbox wants to grow beyond console, but how it also needs to maintain and grow its console business too
The majority of its revenue is still derived from its console business
Right now, Xbox is focusing all its efforts on transitioning existing and new console players to Game Pass. Hence all the incentives over the past years
It's long term goal, as above, is to grow Game Pass subscribers off console or via low cost hardware like Series S for example
Xbox needs its console user base on GP for it to remain viable in the short term, given the costs associated
Game Pass is designed to generate higher revenue per user on console than a user with Gold. It also locks people in at single monthly price, not a discounted annual price
Xbox knows they have two issues right now.
1. A lack of scale not just on console, but beyond console. (The former referring to installed base vs PS4/5. This is also why Xbox has Series S now)
2. Not everyone (millions) has converted from Gold to Game Pass Ultimate on console.
The company has been exploring multiple ways to solve this issue.
Removing Gold doesn't guarantee those users sign up to Game Pass.
Making Gold part of a lower Game Pass tier disincentivizes the upgrade to Game Pass Ultimate.
So what was the solution announced yesterday?
Double the cost of Xbox Live Gold over a 12 month period.
Why?
- The assumption that most users well see the value in upgrading to a Game Pass Ultimate sub.
- Even if some do not shift, the assumption is they stay on Gold at the higher cost, which increases sub revenue anyway.
The simple fact is that everything Microsoft does or has done recently revolves around trying to get as many people to sign up to Game Pass as they can.
The company needs as many core console players as possible on the service while it gears up to acquire new users long term.
The reversal shows that Xbox is indeed responsive to criticism of how it is achieving its goals, as it does not want to have a repeat of the Xbox One launch debacle, but it should be noted that Xbox will continue to find a solution to increase the revenue per user on console.
The F2P announcement has been in the works for months and that announcement was dropped today to help offset the backlash from the original price increase announcement.
Microsoft will continue its focus on Game Pass moving forward, and its acquisition of IP for the service.
• • •
Missing some Tweet in this thread? You can try to
force a refresh
I was quoted in this @SCMPTech article about how Tencent invested in or acquired 31 video game related companies in 2020 and why this is 3x higher than the prior year.
I've put together a thread below with some additional thoughts too.
Tencent’s approach to M&A can be characterized as somewhat conservative, investing primarily in firms that have a proven hit.
Tencent historically has invested in roughly a dozen companies each year, and obviously there are many more investment opportunities than that.
As Tencent faces increasing competition in the market, primarily from large tech firms such as Bytedance and Alibaba in addition to mid size firms such as Lilith and MiHoYo, the company appears to be taking a less conservative approach to M&A.
Nintendo has acquired Next Level Games. Nintendo is extremely conservative when it comes to M&A with its last major acquisition being Monolith Soft in 2007.
So why did Nintendo acquire Next Level Games (NLG) now and what does it mean for both companies? Quick thread below:
NLG has been a key partner for Nintendo since 2005 when it first worked on Super Mario Strikers.
It has been working exclusively with Nintendo since 2011 and its recent release, Luigi's Mansion 3, has sold over 8m units and is on track to outsell the prior 2 games combined.
NLG has helped increase the value of Nintendo's IP and it's clear the developer can produce multi-million selling hits.
What changed recently is that the owners of NLG were looking to sell their shares in the company and began talking to potential buyers.
996 work culture is not a new phenomenon in China, neither is it an exact template for every games company, but it is the common phrase given to tech / games companies that demand employees work overtime to complete projects.
It is not too dissimilar to 'crunch' used in the West
The practice has been endorsed by a number of tech CEO's, most famously Alibaba founder Jack Ma
This work culture has become an accepted part of working at a tech / games firm in China (exacerbated by Gaas), even though it is technically illegal according to Chinese labor laws
Genshin Impact was one of the biggest hits of 2020 and is on its way to becoming a billion dollar game.
The title reflects the evolution of Chinese game development and showed that Chinese developed games based on original IP can truly succeed on the global stage.
Quick thread-
To aid this thread I will use some slides from a presentation that Liu Wei, one of the co-founders of MiHoYo, gave at the end of last year.
MiHoYo, the developer of Genshin Impact, was founded in Shanghai back in 2011 by 3 college students. The 3 were fans of ACG culture.
What's notable about MiHoYo is that they have been independent since 2011, with their only funding being a $150k angel investment during the firms first year
Their slogan 'Tech Otaku's Save the World' is based on them being Otaku's themselves and creating games in the ACG genre
Chinese game and tech giant Tencent has invested in more than 20 game developers this year
While the company has mostly focused on mobile games in recent years, some of these new investments show that Tencent is also interested in the PC and Console space.
Let's discuss 1/
2/ Tencent recently invested several hundred million RMB in Wizard Games, a Chinese developer known for Battle Teams, a game with 500m users.
The company is creating Battle Teams 2, a high end competitive shooter for PC that is set to release in 2021.
Firstly I want to preface this by saying: if your immediate response is "That's not offensive" or "stop being sensitive" then I'm just going to block you.
If you're not Chinese then it's not really your place to decide what is / isn't offensive to people in China.
There are 4 key points to discuss in order to understand this situation.
1. The 10 second scene in the first tweet 2. The link to an old racist rhyme / phrase 3. The way the movie was subtitled during this part 4. Social media backlash and review bombing