Gaming4 MIN

Video games are a money-making machine, but the industry no longer knows how to sell them

€80 games, subscriptions, battle passes and microtransactions. There have never been more ways to pay for gaming, yet none seems enough to sustain the industry that created them.

A crowd of players gathered around a Gamescom booth
Image: Superanton · CC0 1.0
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Selling millions of copies no longer feels like enough

Buy an €80 game and there is already a pricier edition, a season pass and pre-order bonuses waiting beside it. Skip the purchase and it may appear on Game Pass. Play for free and the game will try to sell you characters, currency, skins and battle passes for years.

US video game spending could reach a record $62.8 billion in 2026. The audience is still playing and paying. The problem is that large publishers increasingly need each release to earn far more than a one-off sale can provide.

Electronic Arts generated $7.531 billion in its latest fiscal year. Live services and other content delivered $5.383 billion, while full-game sales produced $2.148 billion. The real prize is no longer only selling a game. It is keeping the player inside it.

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Everyone wants an eternal game, but there is no room for another one

Fortnite, Roblox, GTA Online, Apex Legends and Call of Duty turned recurring engagement into the industry's favourite dream. The catch is that a new live-service game competes against years of friendships, purchases and routines already built elsewhere.

Concord, Hyenas and Hyper Scape showed how expensive arriving late can be. Publishers are not only fighting for money. They are fighting for leisure time that does not expand when more games launch.

Players trying Fortnite at E3 2018
Image: Sergey Galyonkin · CC BY-SA 2.0
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Subscriptions have not solved the equation either

Game Pass promised a Netflix-like future for games, but subscriptions need a constant flow of expensive releases while potentially reducing traditional sales. More choice becomes less useful when players only have time for two or three games.

Microsoft bringing Halo: Campaign Evolved to PlayStation captures the contradiction: wider distribution creates revenue, but also weakens the case for buying an Xbox.

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GTA VI can sell everything because it is the exception

Rockstar can sell GTA VI at full price, move consoles and then build an online business around it for a decade. Most publishers cannot copy that scale.

The industry wants games that sell like GTA, retain like Fortnite, justify a subscription like Game Pass and generate content for years. The issue is not that games stopped making money. It is that a successful game is no longer considered enough.

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