The Game Pass debate heats up as ex‑Xbox VP speaks out

In a recent post on LinkedIn, Shannon Loftis, who served as the Vice President of Xbox Game Studios before retiring from Microsoft after nearly 30 years, responded to criticisms about subscription services, which were previously expressed by Pete Hines, Bethesda’s former senior vice president of global marketing and communications.

Hines characterizes subscriptions as a common issue, using the phrase “the new four-letter word.” He cautions that if service providers don’t fairly compensate developers for their work alongside meeting the needs of their platforms, then a subscription isn’t worth much. He also points out that the current model is causing harm to many people, including creators themselves, as the system doesn’t properly value or recognize their contributions.

Considering the context we’ve discussed, let’s delve deeper into Shannon Loftis’ statement, its significance, and potential implications for Game Pass.

Ex-Xbox VP calls out Game Pass tensions

It was unexpected but Shannon supported Pete’s views by endorsing his comments on LinkedIn, stating that she shared his worries.

In simpler terms, although GamePlatform (GP) occasionally manages to save games from failing, most games that become popular on GP actually cause a drop in sales from traditional retail outlets, unless the game was specifically designed for earning money after its release.

Shannon Loftis

As an analyst, I find myself pondering over a crucial query that her viewpoint has brought to light: How does the lack of post-launch monetization strategies impact games launched on Game Pass in terms of longevity when compared to those designed with continuous revenue generation in mind?

Simultaneously, titles like Hollow Knight: Silksong and Clair Obscur: Expedition 33 have garnered enthusiasm and robust interaction beyond just Game Pass. Notably, Silksong has shattered records on every platform it debuted. It’s worth considering if the observations made by Shannon and Pete could signal a larger industry issue, or if they merely represent cautious doubts about the longevity of Game Pass and whether games with post-launch monetization can sustain single-player focused titles effectively.

Subscription success, but at what cost?

In the year 2025, Microsoft announced that their Game Pass service brought in close to $5 billion in annual earnings, marking a 13% increase compared to the previous year. This growth in Xbox’s content and services revenue suggests that Game Pass is a notable success for Microsoft on record.

Nevertheless, success has been achieved with certain compromises. Tim Stuart, the CFO of Microsoft, acknowledged that titles such as Indiana Jones and Starfield might have missed out on millions in retail sales due to their availability on Game Pass. As Microsoft expands its publishing presence onto PlayStation and PC, these concerns could potentially lessen over time; however, the influence on launch sales continues to be a significant issue.

Developers receive an upfront payment from Microsoft for games to be added to Game Pass, which can aid development but may reduce earnings from traditional game sales. The subscription model tends to advantage live-service games, which generate revenue through continuous monetization. Call of Duty is a notable example, as it has transitioned towards heavy cosmetic sales and battle passes – changes that some critics contend undermine the franchise’s original style.

Developers share mixed experiences and closing thoughts

Recently, Shawn Layden, a former executive at PlayStation, expressed his reservations about Game Pass. He suggested that the model could potentially turn game developers into “salaried workers,” missing out on the benefits of robust sales success. In simpler terms, he’s not in favor of the idea of gaming being like Netflix, and he believes that the issue with video games is that there’s currently only a focus on launching new games, without considering other aspects.

In other parts of the gaming industry, similar apprehensions have arisen. Alex Hutchinson, who oversees creative aspects on Journey to the Savage Planet, pointed out that the introduction of Game Pass didn’t result in additional sales for his team. Essentially, he said, “The content seems to be devalued and people appear less inclined to purchase items.” This, in turn, might lead to fewer games being produced in the future and a larger number of studios facing financial difficulties.

Despite some challenging circumstances, there’s also a silver lining. Ji Woon Choi, director of Lies of P, referred to Game Pass as “an excellent choice” for making their game accessible to gamers. He noted that the partnership was advantageous for both the studio and the gaming community, deeming it a “wonderful outcome from this collaboration.

Over time, it appears that content’s value is decreasing, causing people to become less inclined to purchase items… This trend could potentially lead to a decrease in game production and an unfortunate increase in studio closures.

Alex Hutchinson, creative director on Journey to the Savage Planet

Jason Kingsley, CEO of Rebellion, expressed a similar viewpoint in relation to Atomfall. He deemed the launch on Game Pass as a “massive triumph,” commending Microsoft for their active involvement and support for the project. Instead of just hosting the game, Microsoft went a step further by assisting us, contributing their knowledge and resources – a benefit typically reserved for larger studios. Moreover, Kingsley stated that Game Pass acts as a safety net by ensuring a minimum income level regardless of the game’s sales performance, effectively reducing risks associated with the project.

The ongoing discussion about whether Game Pass benefits the gaming industry appears to be an unending topic. While some prior industry leaders and creators have genuine concerns, it’s equally accurate to say that Game Pass stands as one of the most attractive offers within the gaming realm.

Let me cite my pal as an illustration. Lately, he acquired a pre-owned Xbox Series S following years of gaming on PlayStation. Upon subscribing to Game Pass, he was astonished by the vast number of games immediately accessible – games that would have cost him hundreds had he purchased them individually.

The allure lies in Game Pass. With it, I can experience and savor games that could have cost me $70 initially, such as Call of Duty: Black Ops 7, scheduled for release in October 2025. It’s the blend of affordability and accessibility that maintains Game Pass at the heart of discussions, despite ongoing speculation about its future implications stirring up debates.

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2025-09-09 00:10