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The Founder's Notes

Case 23 · Gaming · From The Strat, episode 23

NASDAQ: MSFT

Xbox

Microsoft's gaming business: a console platform that has largely stopped competing on consoles, and now sells subscriptions, owns the largest publishing catalogue in games, and ships its own exclusives on a rival's hardware.

Founded
2001
Founders
Seamus Blackley, Kevin Bachus, Otto Berkes, Ted Hase
Headquarters
Redmond, Washington
Moat
Eroding · Switching costs

Xbox spent twenty years defending the razor, then bought the blades and started selling them to the man holding the other razor.

Listen first — The Strat 23 · 13 min

Lose billions to buy a seat in the living room, then change the product from a box to a subscription.

Notes on the episode

Activision Blizzard

$68.7B

Closed Oct 2023. Largest deal in gaming.

Game Pass subscribers

34M

Last disclosed, Feb 2024

Xbox segment profit

Not disclosed

Reported inside More Personal Computing

Total gaming M&A

$76B

ZeniMax plus Activision Blizzard

§01The business model

For twenty years Xbox ran the same model as PlayStation: sell the console at or below cost, earn it back on a roughly 30% cut of third-party software, first-party games, accessories, and — an Xbox invention — a paid online subscription. Xbox Live, launched in 2002, established that players would pay monthly for online play, and every console platform copied it.

What makes Xbox the more interesting case today is that it has stopped running that model straight. Three moves, in sequence, dismantled the razor.

Game Pass, launched in 2017, replaced the $70 purchase with a monthly fee for a large catalogue including every Microsoft first-party title on release day. That is excellent for a player and structurally hostile to the old economics: it converts high-margin one-time software revenue into lower ARPU recurring revenue, and it removes the reason to buy the exclusive that was meant to sell the console.

Then the acquisitions. ZeniMax for $7.5 billion in 2021 and Activision Blizzard for $68.7 billion in 2023 — the largest deal in the history of the industry — bought Call of Duty, Candy Crush, Minecraft's stablemates, Doom and Elder Scrolls. Microsoft became the largest third-party publisher in games by revenue, and a publisher's incentive is to sell everywhere.

Then the concession. From 2024, Microsoft began publishing its own first-party titles on PlayStation 5 — first four smaller games, then Forza Horizon 5, Gears of War: Reloaded, and Halo. There is now no meaningful software reason to own an Xbox console.

What remains is a software and services business with a hardware side-line: Game Pass, a publishing catalogue that earns on every platform including Sony's, Windows and cloud distribution, and a shrinking console installed base. Whether that is a brilliant repositioning or a dignified surrender is the live question, and honest analysts disagree.

Where the revenue comes from

Xbox content and services

The dominant line. First-party and third-party software, Game Pass, in-game monetisation, and now Activision Blizzard King's catalogue across console, PC and mobile. Microsoft discloses its growth rate, not its absolute profit.

Game Pass subscriptions

Last disclosed at 34 million subscribers in early 2024. Ultimate was repriced to $29.99 per month in October 2025 — a roughly 50% increase, and the clearest signal yet that growth is being traded for ARPU.

Hardware

Xbox Series X|S, plus the ASUS ROG Xbox Ally handheld from 2025. Declining, low-margin, and no longer the strategic centre.

Publishing on rival platforms

Microsoft-owned titles sold on PlayStation, Nintendo, Steam and mobile. Structurally the fastest-growing and most strategically ambiguous line in the business.

Unit economics — One Xbox player over a console generation, old model versus new (illustrative estimates)

Console revenue, one Series X|S≈ $450
Landed cost, logistics, retail margin at launch≈ $500
Hardware contribution at launch≈ −$50
Old model — software and platform fees over the cycle≈ $400
Old model — Xbox Live subscription over the cycle≈ $250
New model — Game Pass Ultimate, ~30 months at $20–30≈ $700
New model — content cost paid to third-party studios for catalogue rightsLarge and rising
New model — same player's spend on PlayStation-published Microsoft titles≈ $70 per title, ~70% net of Sony's fee

Game Pass can collect more gross revenue per player than the old model, but it pays third-party publishers for catalogue rights out of that revenue and cannibalises the $70 sale that used to arrive at full margin. Meanwhile every Microsoft title sold on a PS5 hands Sony a 30% cut. Xbox has swapped a business it controlled end to end for one where it is a tenant on someone else's platform — with a much larger addressable market.

§02The moat

Eroding moatSwitching costsScale economicsDistributionBrand

Xbox's original moat was the same two-sided network PlayStation still holds: installed base attracts publishers, publishers attract players. That moat is largely gone. Series X|S sales are estimated at roughly a third of PS5's, Microsoft no longer reports console units at all, and the exclusives that were supposed to hold the base now ship on PlayStation. A network effect you have voluntarily stopped feeding stops being a moat.

What Microsoft has instead is three things, and only one of them is really durable.

The durable one is content ownership. Call of Duty is the largest recurring revenue franchise in Western games; Minecraft is the best-selling game ever made; Candy Crush is a mobile annuity. Microsoft owns them outright and earns on them regardless of what hardware anyone buys. That is a genuine, transferable asset — and it cost $76 billion across two deals to assemble.

The second is switching costs inside Game Pass — a library, a save history, a friends list — but they are weaker than console switching costs by construction, because a subscription lapses and a purchased library does not.

The third is Microsoft's balance sheet, which is not a moat so much as an ability to fund losses indefinitely. Xbox has never had to be self-sustaining. That has bought it three console generations of survival and also, arguably, removed the discipline that would have forced a clearer strategy sooner.

The unresolved question: content ownership is a publisher's asset, and publishers get valued as publishers. If Xbox is now Activision with a hardware hobby, it should be compared to Electronic Arts, not to Sony.

Porter's five forces — 5 ticks means the force is squeezing hard

Competitive rivalry

As a platform, Xbox has effectively conceded the console contest to Sony. As a publisher, it now competes with EA, Take-Two, Tencent, Epic and Roblox — a far larger and more aggressive peer set.

Threat of new entrants

Nobody is entering console hardware. But Game Pass's competitive set — PlayStation Plus, Ubisoft+, Apple Arcade, Netflix Games — has low entry barriers for anyone who already owns content.

Threat of substitutes

The most exposed force on either side of this pair. Free-to-play, mobile, Roblox, Fortnite and short-form video all compete for the same hours, and Xbox no longer has a hardware anchor holding the player in place.

Buyer power

Game Pass subscribers can cancel monthly, and the October 2025 price increase to $29.99 tested exactly how many would. Retail partners hold leverage on a console with declining sell-through.

Supplier power

AMD silicon and contract manufacturing, same as Sony. Microsoft's own Azure infrastructure removes the cloud dependency a competitor would have.

§03The financials

Revenue quality

State the limitation first: Microsoft does not report Xbox as a segment. Gaming sits inside More Personal Computing alongside Windows and devices, and Microsoft discloses Xbox content-and-services revenue growth as a percentage, plus occasional hardware commentary. There is no published Xbox operating profit. Anyone quoting one has modelled it, and should say so. What is disclosed is directionally clear: content and services revenue grows, hardware revenue declines, and the Activision consolidation from October 2023 produced a large step-up in reported gaming revenue that is an acquisition effect rather than organic growth. On quality: the mix has improved. Subscriptions and in-game monetisation are recurring; Call of Duty and Candy Crush produce annuity-like revenue; and revenue earned on PlayStation and mobile is genuinely incremental. The offset is that Microsoft is now paying for catalogue content out of subscription revenue rather than collecting full price for its own.

Margin structure

Unknowable from filings, and that is the analytical point. Gaming is widely understood to be materially less profitable than Microsoft's cloud and software businesses; Microsoft has never had a reason to disclose the number and has never chosen to. What can be reasoned: hardware is loss-making or near it, first-party software sold at retail is high margin, Game Pass margin depends entirely on content cost per subscriber-hour, and $76 billion of goodwill and intangibles from ZeniMax and Activision creates an amortisation drag on reported profitability for years. The July 2025 layoffs of roughly 9,000 across Microsoft, which hit Xbox hard and cancelled Everwild and Perfect Dark, are the clearest available evidence that gaming was being asked to improve its margin.

Cash generation

Strong at the parent, opaque at the division. Subscriptions and digital storefronts collect cash in advance; the working-capital profile is favourable. The $68.7 billion Activision purchase was paid in cash, which Microsoft generated without disturbing anything else — a scale of optionality no other gaming participant has.

Balance sheet

Microsoft's, and therefore effectively unconstrained. This is the single largest structural advantage Xbox has over Sony's gaming division, and the single largest reason it has been able to lose the console war and continue operating as though it had not.

Activision Blizzard acquisition

$68.7B

Announced January 2022 at $95 per share; closed October 13, 2023. Largest acquisition in gaming history.

2023

ZeniMax / Bethesda acquisition

$7.5B

Closed March 2021

2021

Game Pass subscribers

34M

Last figure Microsoft disclosed. Not updated since.

February 2024

Game Pass Ultimate price

$29.99 / month

Raised from $19.99 in October 2025 — roughly a 50% increase

October 2025

Xbox segment operating profit

Not disclosed

Microsoft reports gaming inside More Personal Computing. No clean Xbox profit figure exists.

Series X|S estimated installed base

≈ 30M

Outside estimate. Microsoft stopped reporting console units in 2015.

2025

Xbox 360 lifetime units

≈ 84M

The high-water mark of Xbox as a hardware platform

§04The valuation

Transaction comp — Activision Blizzard / Microsoft

$68.7B

Roughly 9x trailing revenue and around 26x EBITDA at announcement. The defining mark for premium gaming content.

2023

Transaction comp — Electronic Arts LBO

≈ $55B

Take-private by a PIF-led consortium, announced 2025. The correct peer if Xbox is now a publisher.

2025

Transaction comp — ZeniMax / Microsoft

$7.5B

2021. A pre-Activision read on what a AAA studio group costs.

Peer — Take-Two (NASDAQ: TTWO)

≈ 5–7x EV/Sales

Pure-play publisher multiple, for comparison against a platform multiple

Implied Xbox standalone EV (author's estimate)

Not reliably estimable

Without segment profit disclosure, any single number is a guess dressed as analysis. The $76B of acquisitions is the only hard floor.

Microsoft Corporation

≈ 30–35x P/E

Parent multiple set by Azure and AI, not by gaming

What has to be true to justify the price

  1. 01Game Pass revenue after the October 2025 repricing exceeds pre-increase revenue — that is, ARPU gains outrun subscriber churn. This is now the central operating question.
  2. 02Publishing on PlayStation is genuinely incremental rather than substitutional: Microsoft titles sold on PS5 must not be sales it would otherwise have made at full margin on its own platform.
  3. 03Call of Duty remains the largest recurring franchise in Western games. A significant share of the $68.7 billion rests on that one series.
  4. 04Content costs paid to third-party publishers for Game Pass catalogue rights do not rise faster than subscription revenue.
  5. 05Microsoft is willing to state, eventually, whether it intends to build another console. Strategic ambiguity has a cost with developers and retailers.
  6. 06The $76 billion of acquisitions earns a return above Microsoft's cost of capital — which, at that price, requires gaming to become a genuinely large profit centre and not merely a large revenue line.

§05Capital allocation

Xbox's capital allocation record splits neatly into two eras, and the dividing line is whether Microsoft was buying a platform or buying content.

The platform era was expensive and mostly justified. Microsoft entered in 2001 against Sony's dominance because it feared losing the living room, and it was willing to lose money for a decade to stay. The Xbox 360 generation nearly won: it launched a year ahead of PS3, took the online lead, and cost $1.15 billion in a single 2007 charge to repair the 'red ring of death' failure — a hardware defect Microsoft chose to fix at its own expense rather than let destroy the brand. That was good allocation under pressure.

The content era is the one to argue about. $7.5 billion for ZeniMax and $68.7 billion for Activision Blizzard is $76 billion — more than the entire market capitalisation of most listed publishers — spent to acquire content Microsoft then, in large part, made available on the competitor's console and inside a subscription that discounts it. Each of those choices is individually defensible. Together they describe a company that paid platform prices for content and then declined to use it as a platform asset.

The July 2025 restructuring, cutting roughly 9,000 roles across Microsoft with heavy Xbox exposure, cancelling Everwild and Perfect Dark and closing The Initiative, reads as the correction: a business that had bought more studios than it could profitably operate. And the October 2025 Game Pass price increase — from $19.99 to $29.99 for Ultimate — is what a company does when it needs a subscription business to start paying for the content it acquired.

M&A

$76B, unproven

ZeniMax $7.5B (2021) and Activision Blizzard $68.7B (2023)

Hardware subsidy

Sustained, then de-emphasised

Three generations of losses, now a declining priority

Red ring of death remediation

$1.15B

2007. Expensive, voluntary, and correct.

Subscription investment

Heavy and early

Xbox Live (2002) and Game Pass (2017) both preceded every rival

Studio management

Poor recently

Everwild and Perfect Dark cancelled; The Initiative closed, 2025

Exclusivity discipline

Abandoned

First-party titles now ship on PS5 — including Forza, Gears and Halo

§06The thesis

Watch it

Xbox is the most strategically unresolved business in this library, and the reason is that Microsoft has made every individual decision defensibly while producing an incoherent whole.

The bull case is real. Games is a $180-billion-plus market and console is a shrinking slice of it. Microsoft now owns Call of Duty, Minecraft and Candy Crush, reaches players on every platform including Sony's, and monetises through a subscription it invented the template for. If you believe hardware platforms are a legacy structure, Xbox has already made the transition its competitor has not, and PlayStation is the one carrying an obsolete asset.

The bear case is equally real. Microsoft paid $76 billion for content, then reduced its exclusivity value by publishing it on PlayStation and by including it in a subscription that discounts full-price sales. It abandoned the installed base that made a platform valuable and became a tenant paying a 30% fee to Sony. Game Pass subscriber numbers have not been disclosed since February 2024, which is not what a company does when the number is good, and Ultimate's price rose 50% in October 2025, which is not what a company does when growth is easy.

The test is arithmetic and it will resolve within eighteen months: does the repriced Game Pass generate more revenue than the old one, and does publishing on PlayStation add players rather than move them? Until those two numbers are visible, this is a hold on an enormous option, not a conviction position.

What would change my mind

If Microsoft discloses Game Pass subscribers again and the figure is meaningfully above 34 million after the October 2025 repricing, the subscription business has pricing power and I would move to Own it. If instead Microsoft continues to withhold the number through 2026 while gaming headcount falls further, I will read that as confirmation that Game Pass revenue is not covering its content cost and move to Pass. A separate, cleaner falsifier for the platform question: if a major third-party publisher ships a AAA title on PlayStation and PC but skips Xbox entirely, the console platform is finished as a commercial proposition regardless of what Game Pass does.

§07How it happened

  1. 1998

    Four engineers and a threat

    Seamus Blackley, Kevin Bachus, Otto Berkes and Ted Hase — from Microsoft's DirectX and games groups — argue internally that Sony's PlayStation 2, marketed as a home computer, threatens Windows in the living room. The pitch is a defensive one.

  2. 2000

    Bill Gates approves it, and Ed Fries buys BungieThe fork

    Gates signs off on building a console. Ed Fries, running Microsoft Game Studios, acquires Bungie, whose Mac shooter Halo becomes the launch title that gives the machine a reason to exist.

  3. 2002

    Xbox Live

    Microsoft charges for online console play — broadband-only, unified identity, a friends list. Every competitor eventually copies it. It is the single most consequential product decision Xbox ever made.

  4. 2005

    A year early

    Xbox 360 launches twelve months ahead of PS3, wins the generation's opening years and reaches roughly 84 million units. A hardware failure rate costs Microsoft a $1.15 billion charge in 2007, which it pays rather than argue about.

  5. 2013

    The Xbox One revealThe fork

    Microsoft announces always-online checks, restrictions on used games and a television-first pitch, at $100 above PS4. It reverses the policies within weeks, but the generation is lost in a single press conference.

  6. 2017

    Game Pass

    A monthly subscription with every first-party title on release day. Excellent for players and structurally corrosive to the old console economics — the exclusive that was meant to sell hardware is now the reason not to buy the game.

  7. 2023

    $68.7 billionThe fork

    After twenty-one months of regulatory review across the FTC, CMA and EU, Microsoft closes the Activision Blizzard acquisition — the largest in the industry's history. It becomes the largest third-party publisher in games.

  8. 2024

    Publishing on PlayStation

    Four Xbox titles ship on PS5, then Forza Horizon 5, Gears of War: Reloaded and Halo. Roughly 9,000 Microsoft roles are cut in July 2025 with heavy Xbox exposure, and Game Pass Ultimate rises to $29.99 in October. The razor is set down.