End of Xbox Game Pass
Wow, just wow. Microsoft has announced that they are increasing game pass prices from £14.99 to £22.99 per month. No discounts. This is almost doubling it. It was already hard to justify the cost, considering very occassional use, but now it’s just ridiculous. I can’t see myself keeping it at this price point.
Cancelled. Not just me.
Why This Hike Feels Different
Price rises happen. But jumping to the psychological edge of “over twenty a month” changes how people classify the expense. It stops feeling like a casual entertainment subscription and starts sitting next to utility bills and premium streaming bundles. For light or seasonal players, the value story collapses instantly.
Game Pass was originally sold on three pillars:
- Day-one first‑party releases
- Big rotating third‑party catalogue
- “All you can sample” discovery factor
If any one of those weakens (delays in major first‑party launches, fewer surprise third‑party drops, or fatigue from backlog paralysis), a price spike magnifies the gaps.
What Gamers Are Likely To Do Next
A few behavioural shifts feel almost inevitable:
1. Subscription Rotation Becomes Normal
People will treat Game Pass like some already treat Netflix: subscribe for a specific drop (Elder Scrolls / Fable / COD season), binge, cancel, move on. Churn math gets ugly when a chunk of the base only pays 2–4 months a year.
2. Backlog Liberation
Many will look at their existing Steam / GOG / Epic / PS libraries and realise they already own hundreds of untouched hours. A price hike is a nudge to reframe: “Why am I renting access to games I ignore while bought titles collect dust?” Expect more backlog challenge posts and fewer “What should I try on Game Pass?” threads.
3. Shift to Ownership (Selective, Discount-Driven)
Sales events (Steam seasonal, publisher bundles, Humble, Fanatical) let people permanently grab 2–3 targeted titles for the cost of a single month of the new tier. High replay genres (roguelikes, strategy, sim, live‑service shooters already owned) reduce the need for a buffet subscription.
4. Cross-Ecosystem Arbitrage
Some will compare: “If I already pay for PlayStation Plus Extra / Premium or Nintendo Online + Expansion, do I really need a second (or third) catalogue sub?” Overlap + time scarcity = cancellation triage.
5. Cloud Use Declines Among Casuals
If cloud access is bundled but the base price feels inflated, casual mobile / browser use (quick session on a work laptop) loses its novelty premium. They just revert to a small local library.
6. Family / Household Consolidation
Households with multiple subs collapse to one rotating account. Game sharing, local co‑op on already owned titles, and cheaper indies replace the “everyone has Game Pass” model.
7. Edge Case: Quiet Drift to Grey Markets
Not recommending it (and risk + ethics + ToS issues are real), but historically price shocks push a segment toward key resellers or waiting for deep discounts on alternative storefronts. Microsoft’s challenge: don’t let legitimate value perception erode to the point where risky options look tempting.
What Microsoft Might Be Betting On
- High ARPU whales (core engaged players) offset churn from light users.
- Big flagship releases in 2025–2026 (Everwild? new mainline IP? refreshed CoD cadence) acting as annual re‑subscription magnets.
- Bundling leverage: folding more services (cloud features, perks, maybe AI/creator tools) to justify stickiness.
- Price “anchoring” for future promotional drops—£22.99 list makes a temporary £17.99 feel like a deal later.
Risks for Them
- Churn velocity: once the habit of cancelling forms, it rarely fully reverses.
- Franchise timing gaps: any slip in major first‑party pipeline now hurts more per lost month.
- Perception spiral: narrative shifts from “best deal in gaming” to “another premium bill.” Hard to reclaim original mythology.
- Competitive repositioning: if Sony or Valve leans into targeted loyalty discounts or clever bundling, Microsoft yields psychological ground.
Likely Adaptive Strategies by Players
Strategy | Effort | Savings Potential | Notes |
---|---|---|---|
Rotate quarterly | Low | High (60–75%) | Pay only around major drops |
Backlog marathon | Low | Very High | Zero marginal cost period |
Buy GOTY editions on sale | Medium | High | Fewer purchases, more complete content |
Focus on evergreen owned titles | Low | High | MP + roguelikes + strategy staples |
Indie discovery via demos / Steam Next Fest | Medium | Medium | Replaces “browse catalogue” itch |
Personal Take
I used to justify it with “If I finish even one big £50 game every few months, it pays for itself.” Reality: I’d dabble in five, finish none, and feel oddly less satisfied. Paying more to intensify that loop? No thanks.
If They Wanted Me Back
Three levers would move the needle:
- A genuinely elite, reliable first‑party cadence (not trailer promises—delivered launches)
- Flexible pause / bank months model (similar to Audible credits)
- Tier granularity (a cheaper ‘Backlog Core’ without day-one access)
Watch Metrics Over the Next 6–12 Months
- Time-to-cancel after big tentpole drops
- Frequency of “Just resubbed for X” posts on social / forums
- Growth (or shrink) of discovery Twitch streams focused on Game Pass catalogue
- Uptake of PC-only or cloud-lite variants (if introduced)
If those start trending the wrong way, we may even see partial rollbacks, promo-heavy quarters, or unannounced feature bundling.
Curious what you’re doing: keeping it, rotating, or ditching entirely?
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