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Subscription vs. Sales: Palworld Team Defends Game Pass Model

The recent day-one Game Pass release of Clair Obscur: Expedition 33 has rekindled discussions about subscription services potentially cannibalizing game sales. Despite being available on Microsoft’s subscription platform, Expedition 33 achieved one million copies sold, prompting industry observers to debate whether those numbers could have been higher without Game Pass availability.

This conversation isn’t new to the gaming industry, but recent high-profile Game Pass releases including Expedition 33 and Oblivion Remastered have brought the topic back into focus. Amid these discussions, Palworld communications and publishing director John “Bucky” Buckley shared his perspective on social media, noting that Expedition 33 had unwittingly become the latest focal point in ongoing Game Pass debates.

Independent Developer Perspective

Drawing from his experience with Palworld’s successful Game Pass launch in 2024, Buckley firmly endorsed the subscription service model. He stated that having games on Game Pass is definitely worthwhile based on his team’s experience.

In subsequent comments, Buckley clarified that his assessment comes specifically from an independent developer’s viewpoint. He acknowledged his lack of insight regarding AAA publishing arrangements, stating he couldn’t speak to the types of deals negotiated at that level.

Buckley highlighted that Pocketpair, Palworld’s developer, has released both Palworld and Craftopia through Game Pass, with both experiences proving highly satisfactory for the studio.

Subscription Services: Market Analysis

The broader discussion surrounding Game Pass often centers on whether subscription services could eventually dominate gaming consumption. Market analyst Mat Piscatella from Circana provided data-driven context, suggesting this scenario appears unlikely in the near term.

Piscatella noted that U.S. spending on video game subscription services grew during 2020-2021 primarily due to pandemic conditions, with another notable increase in late 2024 when Call of Duty: Black Ops 6 joined Game Pass. However, he pointed out that subscription spending has generally remained flat rather than showing consistent growth.

Based on these trends, Piscatella concluded that while subscription services will remain part of the gaming ecosystem, they don’t represent the exclusive future of gaming consumption.

Contrasting Corporate Strategies

Not all industry executives share Buckley’s enthusiasm for day-one Game Pass releases. Take-Two Interactive CEO Strauss Zelnick has consistently maintained that launching major new releases on subscription services represents a missed revenue opportunity.

While Take-Two has allowed older titles like Grand Theft Auto V to join Game Pass, Zelnick indicated that new releases on subscription platforms don’t align with the company’s business strategy. This position becomes particularly understandable with upcoming titles like Grand Theft Auto VI, which analysts project could sell 40 million copies and generate $3 billion in first-year revenue. Given such potential, the economic argument against immediate subscription availability becomes clearer.

Different Business Models Yield Varied Results

Various companies approach subscription services based on their specific circumstances and objectives. Rebellion recently launched Atomfall as a day-one Game Pass title, resulting in the biggest debut in the company’s 32-year history. A crucial factor in this success was Microsoft’s financial arrangement with Rebellion, which helped offset potential direct sales losses.

Rebellion’s CEO acknowledged that while Game Pass likely reduced standalone game sales, the overall arrangement proved beneficial for their specific situation. Even Microsoft has previously acknowledged that games launching into Game Pass typically experience decreased retail sales.

The ongoing dialogue about Game Pass represents a fundamental shift in gaming distribution that continues to evoke varied responses from stakeholders throughout the industry. With different companies finding varying degrees of success through subscription platforms, the optimal approach appears to depend on specific business circumstances, game types, and market factors.

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