Ex-PlayStation Boss: Xbox Game Pass Is “A Danger” & “Bad for Business”

by Priyanka Patel

U.S. video game subscription spending hit a record $0.6 billion in May 2025, marking the third consecutive month of growth. However, this surge comes amid growing concerns that subscription services like Xbox Game Pass may harm the gaming industry’s long-term health and its developers.

Subscription Boom Fuels Debate on Gaming’s Future

Former Sony Worldwide Studios President Shawn Layden expressed significant worries about the proliferation of gaming subscription models. He believes they echo the music industry’s shift, where streaming services devalued music, leading many consumers to expect it for free. Layden fears a similar outcome for video games.

“I’m not a big supporter of the ‘Netflix of gaming’ idea. I think it is a danger,” Layden stated in a recent industry report. He pointed to music’s current state, where despite services like Spotify costing around $15 a month, “virtually no one buys music anymore.”

  • Video game subscription spending in the U.S. reached a record $0.6 billion in May 2025.
  • Former Sony executive Shawn Layden warns subscription services can devalue games, similar to the music industry.
  • Layden argues gaming’s reliance on launch sales differs from music and film, which have multiple revenue streams.
  • Despite subscription growth, consumer spending on larger purchases is projected to decline due to economic uncertainty.
  • Layoffs and subscriber-focused models raise questions about developer sustainability and fair compensation.

The gaming industry faces a delicate balance. Players, accustomed to deals and subscription access like that offered by Xbox Game Pass, now prioritize perceived value. This is particularly stark as full-priced games have remained stagnant for years, with recent pushes for $80 titles causing consumer sticker shock. Layden called the practice of releasing new titles day-one on subscription services “bad for the business.”

The Unique Challenges of Game Monetization

Layden highlighted a critical difference between gaming and other entertainment sectors. “The problem with gaming is all we have is launch,” he explained. Unlike musicians who can tour or filmmakers who can re-release movies and benefit from merchandise, game developers primarily monetize at the initial release. This makes subscription models, which often include new games at launch, a complex issue.

This trend coincides with a mixed economic outlook. Gaming analyst Mat Piscatella noted that while subscription spending is up, consumers are increasingly concerned about larger purchases. “Double the amount of people saying that they’re planning on spending less than are saying they’re planning on spending more,” Piscatella observed, calling it “a little bit of a red flag.”

US video game subscription spending reached an all-time monthly high in May 2025 ($0.6B), while experiencing its 3rd consecutive month of growth.Looks to me that the pressures of higher prices in everyday spending categories like food and general economic uncertainty has folks looking for value.

Mat Piscatella (@matpiscatella.bsky.social) 2025-07-09T13:23:54.142Z

The question of profitability for services like Xbox Game Pass is complex. Layden suggested that companies can employ “financial jiggery-pokery” to present such services as profitable, even if long-term sustainability is uncertain. “The real issue for me on things like Game Pass is, is it healthy for the developer?” he questioned.

The recent surge in studio layoffs adds weight to these concerns. In July 2025, Microsoft laid off 9,000 employees, many within its Xbox division. This happened even as Microsoft reported an 18% profit increase between January and March and Xbox Game Pass revenue surpassed $5 billion for the first time. These events prompt a crucial question: can the industry maintain its reliance on subscription models and ensure fair compensation for creators in the long run?

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