Technology, Media & Telecommunications Practice
The Netix of gaming?
Why subscription
video-game services
face an uphill battle
Many tech giants are betting that the subscription model will become
dominant in video games. Yet the things that make gaming such an
entertainment dynamo are problematic for these types of services.
July 2020
© Heshphoto/Getty Images
by Dan Singer and Enrico D’Angelo
Recent announcements of new game-distribution
services from Apple, Google, Microsoft, NVIDIA,
and Tencent, as well as reports
1
of a prospective
Amazon offering, have caused widespread industry
speculation that video-game distribution could
move from the still-dominant à la carte model toward
Netflix-style subscriptions. If subscription services
were successful, power could shift from game
studios and publishers to a few digital distribution
giants with massive scale and market share—
analogous to the rise of Netflix in digital video.
However, comparisons with the TV and film business
don’t entirely hold up—digital subscriptions will not
translate to video games easily. Gaming’s unique
consumption model and economics arguably make
the challenge of altering consumer behavior to
create all-you-can-eat offerings at massive scale a
lot tougher than anything Amazon Prime, Hulu, and
Netflix have faced.
Still, the stakes are so high—video games generated
$120 billion in revenue
2
globally in 2019—that
the recent service launches are probably just
the opening gambits. Any of the players making
(or contemplating) bets on such a seismic shift in
distribution and consumption would be wise to
keep in mind that video games have several
characteristics that make them ill-suited to the
Netflix model.
Games are increasingly open-ended
experiences, each offering thousands of
hours of entertainment
Until the early-to-mid 2000s, video games were
primarily linear forms of entertainment: gamers
engaged with the narrative, and most games
had a clear beginning, middle, and end, very
much like movies. That design framework has
since dramatically evolved. Although some linear
experiences still exist, engagement with today’s
most popular games relies, more often than
not, on infinitely playable “loops,” which can be
competitive (for instance, play to improve, and climb
leaderboards) or loot driven (such as collecting a
never-ending set of items of increasing rarity
and value to face a never-ending set of increasingly
difficult challenges). These loops feed the digital
identities and status of players within their
online communities.
Such experiences, by design, never end, which
is reflected in the astronomical amount of time
devoted to top games. According to Steamspy.com,
3
players spend almost two hours a day, on average,
in the popular MOBA game DotA 2 and more than
one hour a day in the online shooter CS:GO. When
Destiny launched, Activision announced that players
were spending, on average, three hours a day in it.
More than 70 percent of Fortnite players spend in
excess of six hours a week playing, and at least 20
percent spend 16 hours or more.
4
Since the average
Netflix user watches it for just 18 to 27 minutes a
day,
5
Netflix as a whole generates less engagement
than any of these games individually, despite
spending $12 billion a year to produce 1,500 hours
of original content and to license thousands more.
Games are turning into free-to-play
services and platforms
One of the main motivations for the transition
from linear narratives to “live” products was the
desire of the game publishers to stabilize and more
actively control their revenues. The traditional
model required risky, multimillion-dollar bets, with
uncertain returns, in search of blockbusters. In
the live model, game publishers have turned their
products into services, constantly investing in
frequent releases of new content, features, events,
and competitions to keep players active—all
supported by an obsessive focus on analytics-
based decision making. Games that demonstrate
1
Seth Schiesel, “Amazon pushes into making video games, not just streaming their play,” New York Times, April 2, 2020, nytimes.com.
2
Dean Takahashi, “SuperData: Games hit $120.1 billion in 2019, with Fortnite topping $1.8 billion,” January 2, 2020, VentureBeat.com.
3
A Steam API-based statistics website providing insights into PC player behavior on Steam.
4
Rob Marvin, “Fortnite by the numbers: How many hours are you playing each week?,” PC Magazine, October 2, 2018, pcmag.com.
5
Travis Clark, “Netflix says its subscribers watch an average of 2 hours a day—here’s how that compares with TV viewing,” Business Insider,
March 13, 2019, businessinsider.com; “Playback time: Which consumer attitudes will shape the streaming wars?,” February 11, 2020,
nielsen.com; “US: Netflix grabs the most attention, but its reign will be challenged,” December 3, 2019, emarketer.com; Media Nations: UK
2019, August 7, 2019, ofcom.org.
2
The Netflix of gaming? Why subscription video-game services face an uphill battle
6
Matthew Handrahan, “Fortnite tops SuperData’s 2018 chart with $2.4 billion digital revenue,” January 16, 2019, gamesindustry.biz.
7
Todd Spangler, “‘Fortnite’ revenue dropped 25% in 2019 but was still the year’s top-earning game with $1.8 billion haul,” Variety,
January 2, 2020, variety.com.
8
As of June 7, 2020.
9
“Worldwide digital games market: April 2020,” May 22, 2020, SuperDataresearch.com.
10
A coauthor of this article is a Roblox employee.
11
Erik Kain, “Warzone had a huge first month with a staggering player count ,” April 10, 2020, forbes.com.
12
Dean Takahashi, “SuperData: Digital games grew 13% to $119.6 billion in 2018; Fortnite earned $2.4 billion (updated),” January 16, 2019,
VentureBeat.com.
13
NPD, GfK, and GSD for XBoxOne, PS4, and Switch, worldwide, 201517.
14
“Domestic box office for 2018,” boxofficemojo.com.
mass appeal become platforms and spur the
creation of new communities: all-encompassing
experiences with social, competitive, and personal-
status elements.
To minimize initial barriers for new players, many
games have embraced the free-to-play business
model. Publishers are deeply committed to
expanding their audiences and focused on the
long-term sustainability of these businesses. They
therefore willingly sacrifice upfront revenues (a one-
time $60 payment or a monthly $15 subscription)
for the longer-term opportunity to make money
from usage, through microtransactions for in-game
goods and services.
The world’s most popular games in terms of
hours spent and the number of active players and
revenues are mostly free to play.
6
According to
SuperData, for example, Fortnite generated $2.4
billion in 2018 and $1.8 billion in 2019,
7
despite being
completely free to play. According to AppAnnie,
8
99 of the top 100–grossing mobile games in the
United States are free. So, on PCs, were six out of
the world’s top ten titles (and four out of the top five)
in April 2020.
9
Console gaming has become the last
bastion of the traditional paid model, but free-to-
play experiences such as Fortnite, Apex Legends,
and Roblox
10
have launched on console and found
significant success. Even Call of Duty, historically
premium only on console and PC, was recently
released as a stand-alone, free-to-play Battle
Royale experience (Warzone). It is enjoying strong
early momentum, with 50 million players in the first
month from launch.
11
Premium games in a subscription
format might not be a winning formula
These trends make gaming subscriptions a hard sell.
The Netflix proposition is a practically inexhaustible
library of compelling content, with a core that is
exclusive to the service. Free-to-play games, by
definition, don’t make sense behind a subscription
paywall, especially on PCs and mobile (console
providers charge a monthly fee to access online
features). What’s more, the game-as-a-service
model does not lend itself to a large portfolio of
games, implicit in the value proposition of all-you-
can-eat subscriptions, since that gaming model is all
about limitless engagement with one destination.
To succeed, a gaming subscription would therefore
need to offer access to otherwise-premium (paid)
games, an $18.5 billion global market, which is
smaller than the approximately $90 billion free-to-
play market and growing much less quickly.
12
The
premium game market is heavily concentrated; the
top ten franchises (such as Grand Theft Auto, Call of
Duty, Uncharted, Red Dead Redemption, and FIFA)
account for roughly half of the market’s revenues.
13
(By comparison, the top ten blockbuster movies
accounted for only 33 percent of the US box office
in 2018.
14
) These games would be prohibitively
expensive for a subscription service to carry:
Video games have several characteristics
that make them ill-suited to the
Netix model.
3The Netflix of gaming? Why subscription video-game services face an uphill battle
Most users interested in blockbuster premium
games buy them right away: on average, 50 to
60 percent of the lifetime units are sold in the
first month after launch: for example, Red Dead
Redemption 2 sold 17 million units in its first 12
days. To be attractive, a subscription service
would have to feature blockbusters at or near
their launch dates.
Currently, a game publisher nets at least $42 per
unit on a $60 game sold digitally or physically.
That’s probably what publishers will expect from
any distribution outlet, including subscription
services, that offer their products. The leverage
for blockbuster games lies squarely with the
publisher—more so than for video entertainment.
Licensing just two blockbusters a year could
cost a platform $8 per user every month. That
would be 80 to 100 percent of subscription
revenues if game services were priced in the
same way over-the-top (OTT) videos are.
Past game-subscription services (such as GameTap
and OnLive) have faced this very problem and ended
up with either older games that publishers were
willing to license cheaply or with unsuccessful titles
that quickly moved to the bargain bin. As a result,
these remained niche services.
Game development for
subscription services would be
prohibitively expensive
The concept of a Netflix for gaming is even more
ambitious than it seems. Services like Netflix attract
subscribers with their own exclusive offerings.
Repeating that playbook would probably require
game-subscription services to develop first-party
blockbuster titles and spend hundreds of millions of
dollars on product development and marketing.
This is the strategy Microsoft seems to be pursuing
with its Xbox Game Pass service: it offers most of
its first-party titles as part of a subscription service
when those games become available at retail.
Microsoft has also been acquiring multiple studios,
15
ostensibly to expand its subscription catalog. Xbox
Game Pass has recently announced that it has
ten million subscribers,
16
but the economics of the
service are unclear.
With Apple Arcade, Apple too has made a big wager
on content, reportedly investing $500 million
17
in small indie games. It is betting that the sheer
quantity of titles will eventually outweigh “must
play” content in helping to acquire players. Other
companies are trying a lower-investment, long-
tail strategy—for instance, Sony PlayStation Now,
which had 2.2 million subscribers as of April 2020,
18
focuses on the back catalog.
For pure-play subscription services, developing
exclusive games would be a tall order. A triple-A
game can cost $50 million to more than $100 million
to develop, not including marketing costs, which
can easily double that budget. Such games have
no certainty of success. Competition is intense,
particularly since gamers, unlike consumers of
video content, are less likely to sample lots of
different titles, focusing instead on just one or two
titles for weeks or months at a time. Subscription
platforms would need to become (or acquire) full-
fledged game publishers with multibillion-dollar
commitments in order to compete for subscribers
against industry powerhouses: the à la carte
AAA blockbusters and free-to-play games that
already have vibrant communities of players and
unpaid streamers.
15
Dean Takahashi, “Microsoft moves from acquiring game studios to showing off their games,” November 14, 2019, VentureBeat.com.
16
Nick Summers, “Xbox Game Pass clears 10 million subscribers,” April 30, 2020, engadget.com.
17
Tim Bradshaw, “Apple spends hundreds of millions on Arcade video game service,” Financial Times, April 13, 2019, ft.com.
18
Matthew Handrahan, “PlayStation Now reaches 2.2 million subscribers,” May 19, 2020, GamesIndustry.biz.
4
The Netflix of gaming? Why subscription video-game services face an uphill battle
A YouTube of gaming?
If the Netflix playbook can’t be easily rerun in
gaming—where exclusive content, the free-to-play
model, and a service mindset drive engagement
does this mean that no digital-content platform can
serve as a model for reinvention? Not necessarily.
YouTube might be the better model. Much as
its platform for user-generated content (UGC)
disrupted traditional video, so might a UGC gaming
platform create a profitable, scalable alternative to
traditional games. UGC gaming offers open-ended
experiences, created by gamers, that can generate
revenues in a variety of ways (for instance, limited
paid access, microtransactions, and advertising),
even if none of them are subscription based.
Minecraft (owned by Microsoft) and Roblox are the
largest UGC experiences so far. But games such as
Fortnite are adding UGC features, and new entrants,
like Sony’s Dreams, are rolling out intuitive tools and
templates to help users create and share content.
Minecraft, for example, is primarily a traditional paid
product, boasting 112 million monthly active users as
of September 2019.
19
But it also has a thriving, fast-
growing private-server
20
scene, where community
members create custom settings and rules that offer
varied experiences, environments, and game-play
types (from open-world adventures to shooters and
anything in between). Some of these servers make
money through donations and ads, and a select
few have massive audiences. Hypixel, spun off into
a stand-alone company (Hypixel Studios) that was
recently acquired by Riot Games,
21
reportedly has
more than ten million accounts.
22
Fortnite’s massive success has been driven by
studio-made content, but in December 2018 the
game introduced UGC through its creative mode,
providing players with spaces and tools to build
structures and game modes and to invite friends to
join. In mid-February 2020, Sony released Dreams,
an intuitive environment with tools to create a broad
range of experiences, from art showcases to actual
games, that are published within the Dreams client
on PlayStation 4.
All of these companies are sidestepping the cost of
exclusive content by offering tools that tie creators
to the platform in exchange for visibility and a
captive audience. Traditional gamers might criticize
UGC experiences because they look cruder and play
less smoothly than professionally produced titles
do. However, UGC gaming’s mass-market appeal
cannot be denied, suggesting that low-budget,
grassroots game designers can thrive, even in
competition with deep-pocketed game publishers.
The gaming community’s creativity has been
responsible for a meaningful amount of past
gaming innovation. In fact, the entire MOBA genre
(League of Legends and DotA 2, for example) was
established by Defense of the Ancients (DotA), a
mod for Warcraft III. The original class-based
shooter Team Fortress (which inspired titles such
as Overwatch) was originally a Quake mod. The
19
Ben Gilbert, “‘Minecraft’ has been quietly dominating for over 10 years, and now has 112 million players every month,” Business Insider,
September 14, 2019, businessinsider.com.
20
“The best Mindcraft servers,” pcgamsn.com.
21
Coco Huang, “Riot Games Acquires Hypixel Studios,” Los Angeles Business Journal, May 18, 2020, labusinessjournal.com.
22
Robert Guthrie, “The uncertain future of Minecraft’s independent servers,” December 21, 2016, kotaku.com.
UGC gaming’s mass-market appeal
cannot be denied, suggesting that
low- budget, grassroots game design
-
ers can thrive, even in competition with
deep-pocketed game publishers.
5The Netflix of gaming? Why subscription video-game services face an uphill battle
hyperpopular shooter Counter-Strike was born as a
Half-Life mod, and the cult zombie PVP game Left
4 Dead started as a Counterstrike mod. The entire
Battle Royale genre, popularized by games such as
PUBG and Fortnite, was first developed as a mod
called PlayerUnknown Battle Royale for military
shooter Arma 2. Even Minecraft is taking cues from
its private servers to update the official game.
UGC gaming platforms are much closer to YouTube
(or streaming services like Twitch) than to Netflix.
They give gamers free access to potentially
endless experiences while still offering financial
incentives to nonprofessional developers. The
ideas and genres they are establishing have found
success with millions of engaged players and
could provide the creative foundation of the next
megahits (or become next megahits themselves).
Part of the future of gaming might not be Netflix-
like subscriptions but rather open platforms with
unique experiences, built by trusted community
participants, that grow organically into small to
midsize development studios.
With the explosive growth of streaming platforms
such as Netflix and Disney+, video games seem
to be an obvious adjacent category for digital
subscriptions. This is, after all, a booming
entertainment sector in its own right, with a massive,
fiercely devoted audience of users who return to the
same free-to-play titles again and again, and even
take a hand in creating games. Yet some of those
very qualities, which help make video games such
a unique dynamo, may also make them a dubious
proposition for a Netflix-like subscription model.
Designed by Global Editorial Services
Copyright © 2020 McKinsey & Company. All rights reserved.
Dan Singer is a partner in McKinsey’s New York office. Enrico D’Angelo, a McKinsey alumnus, is vice president of product
at Roblox.
6 The Netflix of gaming? Why subscription video-game services face an uphill battle