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Tuesday July 21, 2026 12:43 am

The People Making Xbox Games Reportedly Hate Game Pass

Andru Edwards

Posted by Andru Edwards Categories: Editorial, Microsoft, Video Games


Xbox Game Pass branding over an Xbox controller

Xbox Game Pass has always had one obvious pitch: pay a monthly fee, and a giant library of games, including brand-new ones on day one, is just there. For players, that is close to a miracle. For the people who actually make those games, it may be closer to a slow-motion disaster.

According to a new report, that tension is not a rumor floating around the internet anymore. It is coming from inside the house. Xbox studio leadership reportedly detests Game Pass, and the reason is deceptively simple: they think it is teaching an entire generation of players that a $70 game should feel free.


The claim surfaced on Jason Schreier's Triple Click podcast, building on Bloomberg's reporting about the mood inside Microsoft's game studios. The phrase that keeps coming up internally is a grim one. Studio leaders reportedly describe Game Pass as feeling "like a race to zero." Not a growth engine. Not the future. A race to zero.

Here is the worry, stripped of jargon. When a blockbuster lands on Game Pass the same day it hits store shelves, a lot of players simply never buy it. Why would you drop $70 when the thing you already subscribe to just handed it to you? The subscription revenue still shows up, but it gets spread thin across everything in the catalog. So the studio that spent five years and a mountain of money building a marquee game sees its work valued, in the cold math of a spreadsheet, at roughly the cost of one month's subscription. You can see why that stings.

The money tells a complicated story

Game Pass is not a failing product, which is part of what makes this so awkward. The service reportedly pulls in close to $5 billion a year. That is real money by any measure. But the recent trend lines are where the nerves start to show.

After a round of price increases, the subscriber count reportedly slipped from around 35 million to about 30 million. The Ultimate tier is the poster child for the whiplash: it jumped from $19.99 to $29.99, then got walked back to $22.99. When you are raising prices, shedding millions of subscribers, and then partially reversing course, it does not exactly project a company that has figured out what this thing is worth. And if Microsoft cannot settle on a price, imagine trying to convince a studio head that the model is stable enough to bet a franchise on.

Why the studios feel it most

The gap here is between two very different views of the same service. To Microsoft's leadership, Game Pass is a strategy: lock in subscribers, build a habit, own the living room. To a studio, it can feel like your budget is being quietly subsidized by a system that also undercuts the perceived value of the exact thing you just made.

That is not an abstract complaint. id Software, the studio behind Doom and Quake, was reportedly cut by roughly half its staff, even as those franchises stayed on the priority list. There was also real internal friction over keeping Call of Duty off day-one Game Pass, a decision that looks a lot like Microsoft protecting a cash cow from its own subscription service. When you carve out your biggest earner from the model, you are quietly admitting the model has a cost.

So what actually happens now

Probably nothing dramatic, at least not soon. There is no sign Microsoft plans to walk away from Game Pass, and the recent nudge back toward console exclusives does not resolve the core disagreement. It just papers over it. The strategy sits at the top, the discomfort sits in the studios, and the two are not on speaking terms about it.

The uncomfortable truth is that Game Pass may be great for players and genuinely bad for the long-term health of the games those players want. If the people building blockbusters come to believe their work is worth about a month of subscription fees, that belief eventually shows up in what they choose to build, and how ambitiously they build it. A race to zero is a great deal right up until someone crosses the finish line.

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