Det er vist ret normal købmandsskik, at når du har skabt et produkt, så vil du også gerne tjene lidt penge på det - i det mindste bare til at dække omkostningerne. Men hvordan fungerer det på en platform som Xbox Game Pass, hvor brugerne kan downloade ny spil uden at betale for det enkelte produkt?
Det forklarer Microsofts Phil Spencer lidt mere om i et interview med The Verge uden dog at gå helt i detaljer.
"[In] certain cases, we'll pay for the full production cost of the game. Then they get all the retail opportunity on top of Game Pass. They can go sell it on PlayStation, on Steam, and on Xbox, and on Switch," forklarer Spencer. "For them, they've protected themselves from any downside risk. The game is going to get made. Then they have all the retail upside, we have the opportunity for day and date. That would be a flat fee payment to a developer. Sometimes the developer's more done with the game and it's more just a transaction of, "Hey, we'll put it in Game Pass if you'll pay us this amount of money."
Da selve prisen for spillet, langt fra er den eneste indtjeningskilder i det moderne gaminglandskab, kræver det undertiden også andre betalingsmodeller, uddyber Spencer:
"Others want [agreements] more based on usage and monetization in whether it's a store monetization that gets created through transactions, or usage. We're open [to] experimenting with many different partners, because we don't think we have it figured out. When we started, we had a model that was all based on usage. Most of the partners said, 'Yeah, yeah, we understand that, but we don't believe it, so just give us the money upfront.'"