The year was so complex it defies easy summary. The tech giant's stewardship of its ever-expanding gaming empire — comprising Xbox consoles, the Game Pass subscription service, and not one but three major publishers — endured a further period of bewildering and controversial decisions.
Two conflicting priorities cast a long shadow behind these turbulent events. The publicly stated goal is openly discussed, writ large in everything Microsoft is doing. It’s the drive to make lots of games and distribute them broadly they can be played: through cloud gaming, on Steam, on rival consoles, on your phone.
The other driving force, that overlaps with the first, is more secretive and nefarious. An investigation found that the company's financial executives had insisted the gaming division to reach margin goals of thirty percent, a figure that is virtually unheard of in the game industry.
This unrealistic goal is surely what was behind waves of layoffs that culminated in the cancellation of high-profile projects. It presumably motivated controversial pricing decisions.
To be fair, external pressures played a role. Factors involve rising component costs. Nevertheless, the financial goal was probably a primary factor.
With these conflicting goals, the strategy shifted towards achieving its goals via the console market. Increased console costs and the effective end of console exclusives indicate that there is a retreat from competing directly in the mainstream console market.
Amid the speculation, the company had to repeatedly state that the console business continued. Yet the specifics were unclear.
Through disclosed information and announcements, it has been revealed that the future Microsoft console will be built on a PC architecture, will run rival game stores, and will be a “very premium” device.
A further concern for the community is that the execution could be lacking. Such were the mixed reactions from testing of a collaborative project between Microsoft and a PC manufacturer, which acted as a kind of soft launch for Xbox’s PC-oriented strategy.
Regrettably, the management missteps and financial pressure hides the achievement that its publishing arm was highly productive as a game publisher for many years.
The diverse portfolio revealed the vast diversity and capability that its expanded first-party network is now positioned to create.
The annual catalog is notable: critically acclaimed titles and solid entertainers. You can criticize this lineup for not having a single defining hit or you can celebrate it for its yearlong supply of varied, interesting, accomplished games.
However, there’s also a notable failure in this positive narrative. A cornerstone acquisition came close to being a catastrophe. Sales were unexpectedly weak for the first time in many years.
One is left weary just thinking about the year that Xbox and Microsoft just had. What does the next year hold? Major first-party releases and almost certainly more debate and speculation.
Another major chapter is ahead, hopefully a more settled one. But I suspect we’ll be pondering similar issues at the end of it: Just where, exactly, does Xbox think it is going?