WARNING: LONG READ.
...also I spent all afternoon typing this so there may be a typo here or there :/
...ALSO I might do something like this for Sony/PlayStation, but from a different angle: what they could/should do to solidify and grow the brand while maximizing the traditional console business model. Maybe next weekend.
*For those who just want to quickly scroll through, I tried bolding all of the most critical points in this write-up that form the fundamental core of my perspective on the macro aspects of this topic. You might need to read some of the surrounding parts to get fuller context but that shouldn't be necessary all of the time.
------------
Okay, so we all know about the rumors. No need to repeat them here. However, my own perspective on them...actually on Xbox and Microsoft's gaming division as a whole well before these rumors came about, was that at this point their gaming aspirations are probably much better served by getting out of the traditional console business model.
What is the "traditional console business model", you ask? Well, it consists of the following:
1: Intensive R&D (upwards half a billion dollars if not more) on prototyping, architecting, design, QA testing and refining of embedded system specs targeting a specific TDP profile
2: Manufacturing finalized hardware designs at mass scale (multi-millions per fiscal quarter) which includes, among other things, securing a large volume of wafers for chip production
3: Selling the hardware at a set MSRP and taking a direct loss on the hardware being sold (aka hardware subsidization) in order to aggressively push install base size
4: Recouping losses on hardware with a combination of B2P software, add-on content, subscription and peripheral sales (peripherals are often sold at for-profit prices)
5: Designing elaborate marketing campaigns to draw in enough customers at scale to justify the rate of hardware production (these can cost hundreds of millions of dollars, in phases)
6: Develop lots of exclusive gaming content (combination of 1P and 3P) to draw customers to the platform compared to direct rivals
7: Create a virtuous cycle where the preceding six elements can generate enough revenue and profit to create a feedback loop positively reinforcing them (lowering of production costs, lower MSRPs, encouragement of bigger budgets for exclusive content, more ROI per advertising dollar, etc.)
Now, I'm not in the gaming industry, and I've not designed a console nor managed a console platform brand. However, I've been a fan of and learned enough about aspects of the industry (past and present) to have a somewhat solid idea of how the traditional console business model works. There might be nuances I am missing in the above, but the seven points listed should give a good idea of how it works.
So the question in context of this discussion becomes, how has the traditional console business model benefited Microsoft? Well, quite frankly, it hasn't. At least, not for a very long time. The last time in which it could be said to have benefited them was during the Xbox 360 era, which is now two generations removed from today. Microsoft did a lot of things right with the 360, but they also made a good number of mistakes that would be foreshadowing of bigger mistakes to come. Quickly, let's break down the good and the bad.
[GOOD]
1: PRICING: Microsoft kept a smart & sensible pricing strategy for 360 that didn't deviate too much from the prior generation. The cheapest SKU at launch being $299 made it $200 cheaper than the most affordable PlayStation 3 model at that system's launch
2: SOFTWARE: Microsoft and 3P did well to build up a solid library of core-orientate exclusives within the first year that demonstrated the 360's value both in terms of exclusivity and showing the hardware's power compared to other systems on the market. Kameo, Condemned, Bullet Witch, Lost Planet, Dead Rising, Project Gotham Racing 3, Perfect Dark Zero, Chromehounds, Blue Dragon, Lost Odyssey, and Gears of War are just some of many examples.
3: MARKETING: The Xbox 360 had a very slick marketing campaign, including a chic MTV reveal. This did well to appeal the product towards a demographic the brand was already building with the original Xbox, and expanding the appeal to prospective PlayStation gamers wanting to jump into the next generation early. Microsoft also went very bold in securing 3P exclusives, full and timed, and getting once-PlayStation and Nintendo-exclusive franchises (often defacto exclusives due to lack of market presence for the OG Xbox comparatively) to finally come to Xbox, such as Final Fantasy (XIII), Virtua Fighter, Katamari Damacy, and more. They also pushed hard for exclusivity deals with Western 3P, such as for the Mass Effect franchise and Gears of War.
4: UNIFIED RAM: More a spec benefit, the 360 being one of the first systems to have a unified memory pool (IIRC only the N64 prior to it had a unified memory pool, but I'm blanking on if the 3DO and Jaguar had it as well) was able to take advantage of memory operations most other systems, including even the PS3, weren't, due to those systems having split memory. This made programming much easier for developers, which ties into...
5: DEVELOPER FRINDLINESS: The combination of unified RAM, 10 MB EDRAM as a framebuffer, a more straightforward (but still somewhat forward-thinking, WRT being multi-core) CPU, unified shaders on the GPU (something PS3 and Wii lacked), streamlined & lightweight APIs, and solid technical support, helped make the 360 a much preferred platform for most 3P developers in terms of HD game development for the 7th gen. It took the PS3 many years to feel as inviting and familiar for devs, as the 360 was able to provide more or less from Day 1.
[BAD]
1: NON-GLOBAL FOCUS: The vast majority of the 360's sales focus were on the US and UK gaming markets. Together, these markets accounted for slightly over half of all 83 million Xbox 360s sold during the 7th generation! The US in particular, was a stronghold for the platform, doing very respectable versus the phenomenon that was the Wii, and decimating its closest direct rival, the PlayStation 3, even as Sony drastically improved their system's market performance in the back half of that generation.
However, this also showed a masjor flaw in Microsoft's strategy, and one Sony would wisely avoid: Microsoft gave little effort to regions beyond the US and UK. While they dominated Sony in these markets with 360, the PS3 having an actual presence in all of the major and even a lot of the minor global markets ensured that it outsold the 360 from Day 1 when launch-aligned. However, it also allowed Sony to build a bigger advantage, one they benefit a lot from today: market cache at a global scale.
Microsoft was unable to curate market tastes for very specific regions around the globe and this problem only worsened with the Xbox one, the 360's successor. This also meant that things like manual translations, game translations and the like, were often very poor for 360 and its games in non-US and UK markets. In turn this would help alienate gamers in those regions and drive them towards Nintendo and especially Sony, who had already built up a lot of advantages in this area from the PS2 and PS1 generations.
The only foreign market the 360 had some semblance of presence in was Japan. The system managed to sell 1.6 million units in this country, which was a massive boost over the original Xbox (~ 200K - 250K lifetime), though a far cry from the PlayStation 3 (~ 10.5 million) and Wii (12 million). Microsoft's Japanese efforts during this era also included getting JRPG exclusives like Blue Dragon and Lost Odyssey, plus 360 versions of games like Final Fantasy XIII, all of which helped increase the brand's appeal in the market. However, Microsoft would undo all of these gains with the 360's follow-up, the Xbox One, by deeming Japan a "secondary market" and alienating a significant portion of their Japanese 360 customers. This has led to Xbox Series Japanese sales languishing, barely double the original Xbox's in the territory and pacing terribly (a good week for Xbox Series sales in the country is ~ 3,000 units)
2: FUTURE-PROOFING: While the 360 had some obvious advantages over the PS3 in certain technical areas, arguably many of those came at the expense of others. For example, the 360 still used a DVD-ROM disc drive, which meant that latter games in generation came on multiple discs vs. the single Blu-Ray disc PlayStation 3 games used. This is because the maximum capacity for DVD discs was ~ 9.4 GB, vs. the 50 GB capacity limit of Blu-Ray discs at the time. Blu-Ray also had faster read speeds, meaning for any game not running from the HDD, PS3 would be able to stream the data faster.
The 360 also cut many corners in other areas. For example, the original models came with no built-in WiFi. While the launch 20 GB PS3 also lacked built-in WiFi, the 60 GB model did have it, and adding a WiFi module to the higher-end launch 360 inevitably increased the overall cost. In its effort to compete with the then-relevant format wars, Microsoft made an HD-DVD add-on for the 360. With this, it allowed the higher-end 360 to functionally stand toe-to-toe with the higher-SKU'd PS3...but at an extra $199 cost. This would have made an equivalent 360 + HD-DVD combo at launch no cheaper than the $599 PS3 (though not losing the surplus of money on hardware the PS3 was costing Sony).
3: RROD: This isn't 100% a problem of Microsoft's doing, as it had a lot to do with the technology chip manufacturers were using during the mid-'00s with the bumps in their chip packages, also called "bumpgate", and you can watch this excellent documentary that delves deep into both RROD and YLOD (it's less pervasive, but still present, twin sister on the PlayStation 3 side of things). However, that isn't to say Microsoft weren't aware of a potential problem that affected early 360s; they were aware something was wrong.
Rather than taking the time to thoroughly test out the problem, though, they rushed to get the 360 to market by late 2005, cutting a critical part of the QA testing time down to 9 months, versus the ~2 years academic researchers figured would have been required to discover the issue with the GPU bumps causing chip failures (and leading to the RROD). This wasn't helped by the way Microsoft initially designed the cooling of the 360 and compacting so many power-hungry components so close to each other, a major reason why RROD was so much more present than the equivalent YLOD. This whole debacle gave some insight into Microsoft's console design process of the time, that perhaps they weren't always fully considering the longer-term implications of at-the-time reasonable decisions which helped get the product to market ASAP.
While this helped them to avoid any future RROD catastrophes, it can arguably be said that other aspects of the design process have exhibited this type of "oversight" tendency with Microsoft consoles. The design shortcomings of the XBO relative its competitor the PS4, and various aspects of both the Xbox Series X and S that have in ways bottlenecked performance of various games for those platforms compared to the PS5. In both cases, these types of issues can be attributed to lack of design clarity and foresight on behalf of the engineering teams and visionary leaders thereof.
4: SOFTWARE: While the 360 started out with a great deal of varied exclusive software offerings, near the last years of its existence (once the Kinect became a massive hit), this variety gradually tapered off. On the 1P front, it meant Microsoft scaling back on its varied software offerings and turning to just a few key franchises, namely Halo, Gears, and Forza (creating the meme). 3P exclusives with the 360 also became less and less, as they had seemingly achieved their goal of getting mostly 3P parity with Sony in software releases.
However, this all led to a weakened focus of core-orientated software exclusives in the last 3 years of 360's commercial run, just as Sony were building a strong library of system exclusives for the PS3 with titles like Uncharted 2 & 3, Killzone 3, the Resistance sequels, SOCOM, TLOU, Beyond: Two Souls, Demon's Souls, Gran Turismo 6, Motorstorm: Apocalypse, Puppeteer, GOW 3 and more. This had the effect of lessening the Xbox brand's direct appeal to hardcore and core enthusiast gamers, who would otherwise be among the vast bulk of early adopters for the then-new 8th generation console systems.
To Microsoft's credit, the XBO had a good slate of launch period exclusives, arguably stronger than the PS4's first year or two in terms of exclusives, but this did not last. Moreover, it wasn't enough to give them a commanding lead; at best it was enough to keep them relatively close in the stronghold US & UK markets, but by 2016 it was clear XBO was losing significant ground in that generation and would not make a recovery. That said, the absolute most critical mistake, like with the last years of 360, was MS not focusing on core-orientated exclusives to build back genuine enthusiasm with the brand among core gamers. The last years of XBO were rife with game cancellations, mediocre offerings (Crackdown 3, ReCore to an extent, State of Decay 2 & Sea of Thieves at their launches, Halo 5 etc.), at-best serviceable offerings (Gears 5), good offerings that were otherwise too niche or too disconnected from the console brand to make a difference (Cuphead, Ori 2, Forza Horizon 4, Forza Motorsport 7), and a services push that meant little without new content to genuinely back it (BC program, Game Pass).
To then launch the then-new Xbox Series consoles with no new 1P exclusives, when a direct competitor who spent the last years of their 8th gen putting out massive AAA hits (HZD, Uncharted 4, GOW 2018, Spiderman, TLOU Part 2, Ghosts of Tsushima, Death Stranding, etc.) but also made sure to launch their new 9th-gen system with major core gamer-appealing exclusives (Demon's Souls Remake, etc.), showed a staggering lack of effort on Microsoft's part and probably a harbinger of what was to come.
This all leads to the Xbox Series, and the reality that Microsoft's inability to properly satisfy all seven of the points listed above for the traditional console business model, has caused the latest generation of hardware, and the console brand itself, to ultimately fail in delivering on their wider market goals. However, what exactly were these goals? Well, ultimately, one would assume them to be the following, specific to the Series consoles and generation:
1: Help significantly grow the subscriber base for Game Pass
2: In achieving (1), being able to present a business model appealing to 3P publishers of AAA content to want to put their games into the service Day 1
3: In achieving (1) and (2), leverage the revenue, profit margins, and visibility of both to dictate more terms within the console market beneficial to the brand, grow the hardware install base, and therein grow the subscription base creating an ever-more attractive model for 3P to willingly invest in. This creates a circular feedback loop, a virtuous cycle.
However, Microsoft seemingly forgot, or at least underestimated, that a major component to all of this was having critical 1P software exclusives to drive demand for the service itself. While they eventually got to new releases developed with the Series in mind such as Halo Infinite, many of these games either underperformed, or in the case of titles like Crossfire X & RedFall, were outright failures. In being unable to show the benefits of this model with their own software offerings, Microsoft were unable to naturally attract 3P to commit to the very same model, putting them in a position where it seemed the only way to both get that software and address/mask development woes with various XGS projects BTS, was to outright acquire massive 3P publishers.
Which in fact, may have accelerated things to a new business model altogether, but that can be discussed later. While Xbox Series has ultimately failed to deliver on the core points of the traditional business model, some have speculated that Microsoft could "double down", as it were, and give a major push this year to change things around. Lock down as many 1P as exclusive as possible, push Game Pass perks as much as possible, get super-aggressive on marketing for games like COD.
The question becomes though...is it ultimately worth the sunk costs for what only gives a low probability in turning things around for their console side of the gaming business? These actions alone will cumulatively cost hundreds of millions, and sacrifice potential hundreds of millions in additional revenue & profits, for a division that has already spent over $80 billion in the span of just 3 years on major gaming M&As. Do they add a couple more potential billions on top of that giving it the "good old college try" to turn things around so that Xbox on the current business model, maybe starts pulling in a couple billion dollars of net profit in a give FY? Increasingly, the answer seems to be showing "absolutely not".
That said, there are other goals, pertaining to the Xbox brand itself, that Microsoft have effectively accomplished. Many of these stem back to the original purposes for Xbox, although some were accomplished not through Microsoft, but other companies shifting market dynamics in totally new directions. Let's see what those other goals were, and how they were accomplished:
[GOALS]
1: Establish DirectX as the main 3D gaming SDK & API suite for PC game developers
2: Leverage (1) to push DirectX as a central 3D gaming SDK & API suite in the console game market
3: Establish (2) due to fears of Sony PlayStation both making the PC market insignificant (and thus making Windows insignificant) & using the living room to do so
Those were the three chief goals of Xbox as a gaming device/brand. And, I would say all of these goals were accomplished. However, Microsoft did not stop PlayStation from "taking over the living room" with their own efforts. Rather, it was the smartphone revolution driven by rival Apple, and later still the social media revolution driven by rivals such as Youtube (Google/Alphabet), Facebook (Meta) and Twitter, plus the streaming revolution driven by Netflix, that actually took away from PlayStation becoming the go-to platform of entertainment content in all forms.
Ironically, all three revolutions shifted the focal point of entertainment away from the living room space, something the Xbox was chiefly designed for as it was made to primarily be a PlayStation competitor. Microsoft tried to awkwardly find a balance with the Xbox One, but ended up alienating many on both sides in doing so in a poorly-conceived and executed fashion. More critically, all three were revolutions in which Microsoft were too distracted from capitalizing on when they were relatively "blue oceans". Even by the late '00s/early '10s, console gaming was seen largely as a "red ocean", outside of the breakout hit of the Wii (which both Microsoft and Sony tried capitalizing on in their own ways). Especially today, the market of "high-powered", core-orientated traditional gaming consoles is seen as a red ocean with a realized top-end cap in terms of install base growth (though not necessarily revenue and profits, which have seen increases on all fronts...though costs have, as well).
If Microsoft, who are served the least by the traditional console business model by far out of the Big Three, were to guarantee (or at least maximize) its chances of growth in gaming while not missing out on emerging sectors and related markets while doing so, it is very fair to say that shedding Xbox, and their larger Microsoft Gaming division, of the traditional console business model, is the best means of mitigating the presence of a "distraction" and enabling fuller focus on areas that better mesh with corporate synergies. So, what does that fully entail? Well, I will break it down in terms of software, services, and hardware, then look at the way these changes would have impacts on some business synergies and other divisions within the company, mainly positively.
[...CON'T IN PART 2 BELOW...]
...also I spent all afternoon typing this so there may be a typo here or there :/
...ALSO I might do something like this for Sony/PlayStation, but from a different angle: what they could/should do to solidify and grow the brand while maximizing the traditional console business model. Maybe next weekend.
*For those who just want to quickly scroll through, I tried bolding all of the most critical points in this write-up that form the fundamental core of my perspective on the macro aspects of this topic. You might need to read some of the surrounding parts to get fuller context but that shouldn't be necessary all of the time.
------------
Okay, so we all know about the rumors. No need to repeat them here. However, my own perspective on them...actually on Xbox and Microsoft's gaming division as a whole well before these rumors came about, was that at this point their gaming aspirations are probably much better served by getting out of the traditional console business model.
What is the "traditional console business model", you ask? Well, it consists of the following:
1: Intensive R&D (upwards half a billion dollars if not more) on prototyping, architecting, design, QA testing and refining of embedded system specs targeting a specific TDP profile
2: Manufacturing finalized hardware designs at mass scale (multi-millions per fiscal quarter) which includes, among other things, securing a large volume of wafers for chip production
3: Selling the hardware at a set MSRP and taking a direct loss on the hardware being sold (aka hardware subsidization) in order to aggressively push install base size
4: Recouping losses on hardware with a combination of B2P software, add-on content, subscription and peripheral sales (peripherals are often sold at for-profit prices)
5: Designing elaborate marketing campaigns to draw in enough customers at scale to justify the rate of hardware production (these can cost hundreds of millions of dollars, in phases)
6: Develop lots of exclusive gaming content (combination of 1P and 3P) to draw customers to the platform compared to direct rivals
7: Create a virtuous cycle where the preceding six elements can generate enough revenue and profit to create a feedback loop positively reinforcing them (lowering of production costs, lower MSRPs, encouragement of bigger budgets for exclusive content, more ROI per advertising dollar, etc.)
Now, I'm not in the gaming industry, and I've not designed a console nor managed a console platform brand. However, I've been a fan of and learned enough about aspects of the industry (past and present) to have a somewhat solid idea of how the traditional console business model works. There might be nuances I am missing in the above, but the seven points listed should give a good idea of how it works.
So the question in context of this discussion becomes, how has the traditional console business model benefited Microsoft? Well, quite frankly, it hasn't. At least, not for a very long time. The last time in which it could be said to have benefited them was during the Xbox 360 era, which is now two generations removed from today. Microsoft did a lot of things right with the 360, but they also made a good number of mistakes that would be foreshadowing of bigger mistakes to come. Quickly, let's break down the good and the bad.
[GOOD]
1: PRICING: Microsoft kept a smart & sensible pricing strategy for 360 that didn't deviate too much from the prior generation. The cheapest SKU at launch being $299 made it $200 cheaper than the most affordable PlayStation 3 model at that system's launch
2: SOFTWARE: Microsoft and 3P did well to build up a solid library of core-orientate exclusives within the first year that demonstrated the 360's value both in terms of exclusivity and showing the hardware's power compared to other systems on the market. Kameo, Condemned, Bullet Witch, Lost Planet, Dead Rising, Project Gotham Racing 3, Perfect Dark Zero, Chromehounds, Blue Dragon, Lost Odyssey, and Gears of War are just some of many examples.
3: MARKETING: The Xbox 360 had a very slick marketing campaign, including a chic MTV reveal. This did well to appeal the product towards a demographic the brand was already building with the original Xbox, and expanding the appeal to prospective PlayStation gamers wanting to jump into the next generation early. Microsoft also went very bold in securing 3P exclusives, full and timed, and getting once-PlayStation and Nintendo-exclusive franchises (often defacto exclusives due to lack of market presence for the OG Xbox comparatively) to finally come to Xbox, such as Final Fantasy (XIII), Virtua Fighter, Katamari Damacy, and more. They also pushed hard for exclusivity deals with Western 3P, such as for the Mass Effect franchise and Gears of War.
4: UNIFIED RAM: More a spec benefit, the 360 being one of the first systems to have a unified memory pool (IIRC only the N64 prior to it had a unified memory pool, but I'm blanking on if the 3DO and Jaguar had it as well) was able to take advantage of memory operations most other systems, including even the PS3, weren't, due to those systems having split memory. This made programming much easier for developers, which ties into...
5: DEVELOPER FRINDLINESS: The combination of unified RAM, 10 MB EDRAM as a framebuffer, a more straightforward (but still somewhat forward-thinking, WRT being multi-core) CPU, unified shaders on the GPU (something PS3 and Wii lacked), streamlined & lightweight APIs, and solid technical support, helped make the 360 a much preferred platform for most 3P developers in terms of HD game development for the 7th gen. It took the PS3 many years to feel as inviting and familiar for devs, as the 360 was able to provide more or less from Day 1.
[BAD]
1: NON-GLOBAL FOCUS: The vast majority of the 360's sales focus were on the US and UK gaming markets. Together, these markets accounted for slightly over half of all 83 million Xbox 360s sold during the 7th generation! The US in particular, was a stronghold for the platform, doing very respectable versus the phenomenon that was the Wii, and decimating its closest direct rival, the PlayStation 3, even as Sony drastically improved their system's market performance in the back half of that generation.
However, this also showed a masjor flaw in Microsoft's strategy, and one Sony would wisely avoid: Microsoft gave little effort to regions beyond the US and UK. While they dominated Sony in these markets with 360, the PS3 having an actual presence in all of the major and even a lot of the minor global markets ensured that it outsold the 360 from Day 1 when launch-aligned. However, it also allowed Sony to build a bigger advantage, one they benefit a lot from today: market cache at a global scale.
Microsoft was unable to curate market tastes for very specific regions around the globe and this problem only worsened with the Xbox one, the 360's successor. This also meant that things like manual translations, game translations and the like, were often very poor for 360 and its games in non-US and UK markets. In turn this would help alienate gamers in those regions and drive them towards Nintendo and especially Sony, who had already built up a lot of advantages in this area from the PS2 and PS1 generations.
The only foreign market the 360 had some semblance of presence in was Japan. The system managed to sell 1.6 million units in this country, which was a massive boost over the original Xbox (~ 200K - 250K lifetime), though a far cry from the PlayStation 3 (~ 10.5 million) and Wii (12 million). Microsoft's Japanese efforts during this era also included getting JRPG exclusives like Blue Dragon and Lost Odyssey, plus 360 versions of games like Final Fantasy XIII, all of which helped increase the brand's appeal in the market. However, Microsoft would undo all of these gains with the 360's follow-up, the Xbox One, by deeming Japan a "secondary market" and alienating a significant portion of their Japanese 360 customers. This has led to Xbox Series Japanese sales languishing, barely double the original Xbox's in the territory and pacing terribly (a good week for Xbox Series sales in the country is ~ 3,000 units)
2: FUTURE-PROOFING: While the 360 had some obvious advantages over the PS3 in certain technical areas, arguably many of those came at the expense of others. For example, the 360 still used a DVD-ROM disc drive, which meant that latter games in generation came on multiple discs vs. the single Blu-Ray disc PlayStation 3 games used. This is because the maximum capacity for DVD discs was ~ 9.4 GB, vs. the 50 GB capacity limit of Blu-Ray discs at the time. Blu-Ray also had faster read speeds, meaning for any game not running from the HDD, PS3 would be able to stream the data faster.
The 360 also cut many corners in other areas. For example, the original models came with no built-in WiFi. While the launch 20 GB PS3 also lacked built-in WiFi, the 60 GB model did have it, and adding a WiFi module to the higher-end launch 360 inevitably increased the overall cost. In its effort to compete with the then-relevant format wars, Microsoft made an HD-DVD add-on for the 360. With this, it allowed the higher-end 360 to functionally stand toe-to-toe with the higher-SKU'd PS3...but at an extra $199 cost. This would have made an equivalent 360 + HD-DVD combo at launch no cheaper than the $599 PS3 (though not losing the surplus of money on hardware the PS3 was costing Sony).
3: RROD: This isn't 100% a problem of Microsoft's doing, as it had a lot to do with the technology chip manufacturers were using during the mid-'00s with the bumps in their chip packages, also called "bumpgate", and you can watch this excellent documentary that delves deep into both RROD and YLOD (it's less pervasive, but still present, twin sister on the PlayStation 3 side of things). However, that isn't to say Microsoft weren't aware of a potential problem that affected early 360s; they were aware something was wrong.
Rather than taking the time to thoroughly test out the problem, though, they rushed to get the 360 to market by late 2005, cutting a critical part of the QA testing time down to 9 months, versus the ~2 years academic researchers figured would have been required to discover the issue with the GPU bumps causing chip failures (and leading to the RROD). This wasn't helped by the way Microsoft initially designed the cooling of the 360 and compacting so many power-hungry components so close to each other, a major reason why RROD was so much more present than the equivalent YLOD. This whole debacle gave some insight into Microsoft's console design process of the time, that perhaps they weren't always fully considering the longer-term implications of at-the-time reasonable decisions which helped get the product to market ASAP.
While this helped them to avoid any future RROD catastrophes, it can arguably be said that other aspects of the design process have exhibited this type of "oversight" tendency with Microsoft consoles. The design shortcomings of the XBO relative its competitor the PS4, and various aspects of both the Xbox Series X and S that have in ways bottlenecked performance of various games for those platforms compared to the PS5. In both cases, these types of issues can be attributed to lack of design clarity and foresight on behalf of the engineering teams and visionary leaders thereof.
4: SOFTWARE: While the 360 started out with a great deal of varied exclusive software offerings, near the last years of its existence (once the Kinect became a massive hit), this variety gradually tapered off. On the 1P front, it meant Microsoft scaling back on its varied software offerings and turning to just a few key franchises, namely Halo, Gears, and Forza (creating the meme). 3P exclusives with the 360 also became less and less, as they had seemingly achieved their goal of getting mostly 3P parity with Sony in software releases.
However, this all led to a weakened focus of core-orientated software exclusives in the last 3 years of 360's commercial run, just as Sony were building a strong library of system exclusives for the PS3 with titles like Uncharted 2 & 3, Killzone 3, the Resistance sequels, SOCOM, TLOU, Beyond: Two Souls, Demon's Souls, Gran Turismo 6, Motorstorm: Apocalypse, Puppeteer, GOW 3 and more. This had the effect of lessening the Xbox brand's direct appeal to hardcore and core enthusiast gamers, who would otherwise be among the vast bulk of early adopters for the then-new 8th generation console systems.
To Microsoft's credit, the XBO had a good slate of launch period exclusives, arguably stronger than the PS4's first year or two in terms of exclusives, but this did not last. Moreover, it wasn't enough to give them a commanding lead; at best it was enough to keep them relatively close in the stronghold US & UK markets, but by 2016 it was clear XBO was losing significant ground in that generation and would not make a recovery. That said, the absolute most critical mistake, like with the last years of 360, was MS not focusing on core-orientated exclusives to build back genuine enthusiasm with the brand among core gamers. The last years of XBO were rife with game cancellations, mediocre offerings (Crackdown 3, ReCore to an extent, State of Decay 2 & Sea of Thieves at their launches, Halo 5 etc.), at-best serviceable offerings (Gears 5), good offerings that were otherwise too niche or too disconnected from the console brand to make a difference (Cuphead, Ori 2, Forza Horizon 4, Forza Motorsport 7), and a services push that meant little without new content to genuinely back it (BC program, Game Pass).
To then launch the then-new Xbox Series consoles with no new 1P exclusives, when a direct competitor who spent the last years of their 8th gen putting out massive AAA hits (HZD, Uncharted 4, GOW 2018, Spiderman, TLOU Part 2, Ghosts of Tsushima, Death Stranding, etc.) but also made sure to launch their new 9th-gen system with major core gamer-appealing exclusives (Demon's Souls Remake, etc.), showed a staggering lack of effort on Microsoft's part and probably a harbinger of what was to come.
This all leads to the Xbox Series, and the reality that Microsoft's inability to properly satisfy all seven of the points listed above for the traditional console business model, has caused the latest generation of hardware, and the console brand itself, to ultimately fail in delivering on their wider market goals. However, what exactly were these goals? Well, ultimately, one would assume them to be the following, specific to the Series consoles and generation:
1: Help significantly grow the subscriber base for Game Pass
2: In achieving (1), being able to present a business model appealing to 3P publishers of AAA content to want to put their games into the service Day 1
3: In achieving (1) and (2), leverage the revenue, profit margins, and visibility of both to dictate more terms within the console market beneficial to the brand, grow the hardware install base, and therein grow the subscription base creating an ever-more attractive model for 3P to willingly invest in. This creates a circular feedback loop, a virtuous cycle.
However, Microsoft seemingly forgot, or at least underestimated, that a major component to all of this was having critical 1P software exclusives to drive demand for the service itself. While they eventually got to new releases developed with the Series in mind such as Halo Infinite, many of these games either underperformed, or in the case of titles like Crossfire X & RedFall, were outright failures. In being unable to show the benefits of this model with their own software offerings, Microsoft were unable to naturally attract 3P to commit to the very same model, putting them in a position where it seemed the only way to both get that software and address/mask development woes with various XGS projects BTS, was to outright acquire massive 3P publishers.
Which in fact, may have accelerated things to a new business model altogether, but that can be discussed later. While Xbox Series has ultimately failed to deliver on the core points of the traditional business model, some have speculated that Microsoft could "double down", as it were, and give a major push this year to change things around. Lock down as many 1P as exclusive as possible, push Game Pass perks as much as possible, get super-aggressive on marketing for games like COD.
The question becomes though...is it ultimately worth the sunk costs for what only gives a low probability in turning things around for their console side of the gaming business? These actions alone will cumulatively cost hundreds of millions, and sacrifice potential hundreds of millions in additional revenue & profits, for a division that has already spent over $80 billion in the span of just 3 years on major gaming M&As. Do they add a couple more potential billions on top of that giving it the "good old college try" to turn things around so that Xbox on the current business model, maybe starts pulling in a couple billion dollars of net profit in a give FY? Increasingly, the answer seems to be showing "absolutely not".
That said, there are other goals, pertaining to the Xbox brand itself, that Microsoft have effectively accomplished. Many of these stem back to the original purposes for Xbox, although some were accomplished not through Microsoft, but other companies shifting market dynamics in totally new directions. Let's see what those other goals were, and how they were accomplished:
[GOALS]
1: Establish DirectX as the main 3D gaming SDK & API suite for PC game developers
2: Leverage (1) to push DirectX as a central 3D gaming SDK & API suite in the console game market
3: Establish (2) due to fears of Sony PlayStation both making the PC market insignificant (and thus making Windows insignificant) & using the living room to do so
Those were the three chief goals of Xbox as a gaming device/brand. And, I would say all of these goals were accomplished. However, Microsoft did not stop PlayStation from "taking over the living room" with their own efforts. Rather, it was the smartphone revolution driven by rival Apple, and later still the social media revolution driven by rivals such as Youtube (Google/Alphabet), Facebook (Meta) and Twitter, plus the streaming revolution driven by Netflix, that actually took away from PlayStation becoming the go-to platform of entertainment content in all forms.
Ironically, all three revolutions shifted the focal point of entertainment away from the living room space, something the Xbox was chiefly designed for as it was made to primarily be a PlayStation competitor. Microsoft tried to awkwardly find a balance with the Xbox One, but ended up alienating many on both sides in doing so in a poorly-conceived and executed fashion. More critically, all three were revolutions in which Microsoft were too distracted from capitalizing on when they were relatively "blue oceans". Even by the late '00s/early '10s, console gaming was seen largely as a "red ocean", outside of the breakout hit of the Wii (which both Microsoft and Sony tried capitalizing on in their own ways). Especially today, the market of "high-powered", core-orientated traditional gaming consoles is seen as a red ocean with a realized top-end cap in terms of install base growth (though not necessarily revenue and profits, which have seen increases on all fronts...though costs have, as well).
If Microsoft, who are served the least by the traditional console business model by far out of the Big Three, were to guarantee (or at least maximize) its chances of growth in gaming while not missing out on emerging sectors and related markets while doing so, it is very fair to say that shedding Xbox, and their larger Microsoft Gaming division, of the traditional console business model, is the best means of mitigating the presence of a "distraction" and enabling fuller focus on areas that better mesh with corporate synergies. So, what does that fully entail? Well, I will break it down in terms of software, services, and hardware, then look at the way these changes would have impacts on some business synergies and other divisions within the company, mainly positively.
[...CON'T IN PART 2 BELOW...]