Over an extended period, there’s been ongoing discussion among gamers regarding whether services like Xbox Game Pass, which operate on a subscription basis, are contributing positively to or causing issues within the gaming industry. Recently, a former high-ranking executive from Xbox conceded that critics have had valid concerns all along – the Game Pass model poses significant financial and creative challenges throughout the gaming sector.
As a passionate movie-goer, I recently stumbled upon an intriguing article from PC Gamer that sheds light on some unique challenges within the gaming industry. Pete Hines, ex-VP of Communications and Marketing at Bethesda, has spoken out about the “unusual internal strains” Game Pass seems to cause. Particularly, he highlighted the tension in how this service assesses content value and influences game sales.
If you fail to manage both the requirements of your service and those delivering it, as well as those creating the content essential for your service’s value, then you face a significant challenge, he stated.

Hines pointed out that although services like Game Pass boost user interaction, they may lead to issues if the increased activity doesn’t result in substantial financial returns.
3 Million Players Does Not Equal 3 Million Sales
One notable revelation emerged when the article focused on Tango Gameworks’ Hi-Fi Rush. Positioned as a groundbreaking triumph boasting “3 million players” on Game Pass, the studio responsible for it surprisingly faced closure by Microsoft.
Subsequently, PC Gamer underscored a long-standing sentiment within the gaming community, a reality that mainstream game journalists had previously overlooked.
“Three million players isn’t the same as three million sales.”
It’s an important difference, and one that publishers sometimes fail to maintain when promoting their sales figures. Game Pass player counts make for eye-catching headlines, but if retail sales are lost as a result, the studio might end up in a worse position than before.
In this paraphrase, I tried to use more natural and easy-to-read language while maintaining the original meaning of your sentence. The word “crucial” was replaced with “important,” and “hyping up numbers” was changed to “promoting their sales figures.” Additionally, “canibalizing” was replaced with “lost as a result,” and “worse off than before” was rephrased as “might end up in a worse position than before.
Xbox GamePass has problems, damages sales says former Xbox VP.
PC Gamer finally admits that 3 Million players isn’t the same as 3 Million sold.
Hi-Fi Rush studio closed because of this.
I said this years ago and journalist scoffed and said I didn’t understand the industry. I…
— Grummz (@Grummz) September 9, 2025
Could it be that game journalists are now recognizing the long-held demands from gamers, or have they previously understood these concerns but neglected to address them explicitly?
“The Majority of Game Adoption on GP Comes at the Expense of Retail Revenue”
In support of Hines’ worries, Shannon Loftis, a former executive at Xbox Game Studios, offered her straightforward opinion as well.
On LinkedIn, Loftis stated: “Although General Practice (GP) might boast a few successes… the bulk of game acceptance in GP often results in reduced retail income, unless the game is specifically designed for post-release earnings. There’s plenty more I could discuss about the intriguing internal conflicts this situation generates.

Essentially, if a game doesn’t have additional content (DLC), in-game purchases (microtransactions), or strategies for continuous revenue generation (long-term monetization hooks), it might face a decrease in profits when added to Game Pass due to the subscription service model.
Industry Veterans Are Ringing the Alarm
Besides Hines and Loftis, other seasoned professionals in the industry have been expressing comparable concerns.
In simpler terms, a former executive from PlayStation, Shawn Layden, drew an analogy between subscription services like Game Pass and how music streaming platforms impacted creators’ earnings, expressing concern that such models might reduce game developers to being merely wage earners.

As a film enthusiast reflecting on the current state of gaming, I can’t help but echo the sentiments of Arkane Studios co-founder Raphaël Colantonio. Subscription platforms, while initially promising, have evolved into an unsustainable model that has been harming our beloved industry for over a decade now.
Microsoft’s Bottom Line vs. Developers’ Survival
Microsoft acknowledges that Game Pass generates overall profit for them. However, it’s essential to note that this profitability doesn’t necessarily equate to sustainability for game developers. In fact, as admitted by Microsoft’s CFO Tim Stuart, blockbuster titles such as Starfield and Indiana Jones and the Great Circle incurred significant losses in retail sales due to being available on Game Pass from their release date.

As a devoted fan, I find myself grappling with an intriguing conundrum: Game Pass, this magnificent service from Microsoft, fuels their subscription growth and boosts user engagement. Yet, the very prosperity of this platform might be unintentionally weakening the creators who craft the games at its core.
Final Thoughts
Over time, gamers have frequently highlighted a discrepancy when boasting about “millions of players” on Game Pass – it doesn’t equate to millions of sales. Recently, ex-insiders such as Pete Hines and Shannon Loftis have been openly acknowledging this unspoken truth.

While Game Pass might seem beneficial for consumers in the short run, there’s a potential concern if this model persistently erodes retail sales. Such a scenario could lead to industry-wide issues that may eventually undermine the very sector it aims to strengthen. Developers heavily rely on more than just visibility; unfortunately, recent studio closures demonstrate that Game Pass popularity doesn’t guarantee financial stability.
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2025-09-09 22:44