this post was submitted on 09 May 2024
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[–] MurrayL 34 points 9 months ago* (last edited 9 months ago) (16 children)

I don't disagree with the sentiment, but I don't see even a single mention of cloud gaming in the article?

This is about studio closures and a disconnect between MS's actions and the types of games they say they want.

[–] Sabin10 40 points 9 months ago (15 children)

MS surprise launched hifi rush with zero marketing, put it on gamepass day 1 then complains it didn't meets ales expectations and shuts down the studio that made it. Now, 48 hours later, they are saying they need more games like that.

It may not be directly referenced in the article but cloud gaming was absolutely a part of what led to the closure of tango gameworks.

[–] [email protected] 8 points 9 months ago* (last edited 9 months ago) (10 children)
[–] Sabin10 8 points 9 months ago (1 children)

I'd argue that xcloud and gamepass are equally disruptive to the industry. In either case you don't own the games and they are tied to a subscription. Whether the game is running locally or in remote hardware doesn't change how it impacts development and sales of games.

Cloud based gaming is not going to replace owning hardware unless they can ensure sub 20ms response time for every and I don't belive that target is feasible but either case is bad for gaming as a whole. Games with 100 million dollar budgets are never going to see a positive ROI on services like gamepass and are reliant on gamers being willing to pay full price at launch.

My point is that Gamepass and similar services will kill AAA games if they become the primary way people access games and that is something that is best avoided. Games need a 6-12 month buffer to hit sales targets before they are considered for subscription services, otherwise the entire business model will fall flat on its face and take gaming with it.

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