Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Exactly. Game developers aren't entering into a contract to put their game on GamePass if it wasn't going to make them money.
From what I read, it looks like the deal GamePass makes with developers is dependent on the developer and what they want or need.
"Phil Spencer has been doing the rounds during the launch of Xbox Series S/X, and speaking to the Verge he addressed the question of how developers get paid. "Our deals are, I’ll say, all over the place. That sounds unmanaged, but it’s really based on the developer’s need. One of the things that’s been cool to see is a developer, usually a smaller to mid-sized developer, might be starting a game and say, 'Hey, we’re willing to put this in Game Pass on our launch day if you guys will give us X dollars now'," he said.
"[In] certain cases, we’ll pay for the full production cost of the game. Then they get all the retail opportunity on top of Game Pass. They can go sell it on PlayStation, on Steam, and on Xbox, and on Switch. [...] Sometimes the developer’s more done with the game and it’s more just a transaction of, 'Hey, we’ll put it in Game Pass if you’ll pay us this amount of money.'"
"Others want [agreements] more based on usage and monetization in whether it’s a store monetization that gets created through transactions, or usage. We’re open [to] experimenting with many different partners, because we don’t think we have it figured out. When we started, we had a model that was all based on usage. Most of the partners said, 'Yeah, yeah, we understand that, but we don’t believe it, so just give us the money upfront.'"
There were never 10 million sales read your articles again this time really carefully
With that being said, since Studios get paid per player playing the game on Gamepass, one has to wonder: how much do they get on daily basis with that deal ? But I guess we will never know since they would not share something that sensitive.
I do expect our fellows "trust me bros" on this forums to let us know though.
I think OP was more asking how the dev of the game makes money from this. But as its already been said usually its a upfront fee, with royalties each time the game is installed etc. I doubt its each time the game is played, its prob per install.
From my understanding, Microsoft pays the developers upfront a lot of money, sometimes more than they'd make in sales if they are a smaller developer, or may help with development costs and pay a little less but the developers are also spending less.
Then there are the studios owned by Xbox, in which case they don't have to worry. They get all their funding from Microsoft and it is Microsoft who has to worry about whether or not the game makes money either through sales or by being a game that people would play on Game Pass.
For the third-party studios, I also imagine they get a pretty split of the profit margin for sales on the Microsoft store, a split that is in their favor because every game that is on game pass is sold in the microsoft store at a default 20% discount. To agree to that means the developers either are getting a more favorable percentage of the sales or they got so much money upfront that that is Microsoft's way of making up the return on investment.
Fortunately, some here were good enough to give helpful information.
Well, Microsoft owns Bethesda.