Adding a bit more to the discussion on whether game subscription can be “the future”, it looks like despite the heavy push made in the past decade, subscriptions only make up 10% of total video game spending in the US.
Link: https://nitter.net/MatPiscatella/status/1747660051269988522
Do micro transactions or even battle pass type things count as subscriptions in the data he’s referring to? Or buying subscriptions/passes with in game currency that was purchased with real money?
I think it’d be more appropriate to compare the upfront cost of a game (and the revenue from it) vs additional revenue generated by people who already paid that upfront cost.