Head of Ori's creators slams Game Pass. "Xbox didn't deliver the hits it needed"

Calendar 6/22/2026

Microsoft's gaming division has been back in the spotlight in recent weeks. Reports of possible layoffs and troubles at some studios have sparked wide discussion about the future of Xbox. Industry conversations are increasingly addressing Game Pass and the effectiveness of the subscription model. Thomas Mahler, head of Moon Studios, which is responsible for the Ori series, chose to share his opinion. His comments quickly sparked a heated debate among players and developers.

Game Pass had a chance to succeed, but lacked major releases

According to Thomas Mahler, the idea behind Game Pass was not doomed to fail. He says the problem arose when the service did not receive a sufficient number of titles that could regularly convince players to keep paying the subscription. The creator compared the situation to the streaming platform market, where users pay for access to standout TV series and films. In his view the same rule applies to the games industry. Players are willing to pay every month if they are confident they will get access to the titles the whole world is talking about. Mahler believes, however, that Xbox lacked those kinds of launches. He pointed out that many studios owned by Microsoft did not deliver hits that met expectations. He cited Bethesda and Starfield as an example, which, according to many players, did not reach the cult status of Skyrim. The developer argued the platform needed games that were genuine cultural events, drawing in millions of users. Without such titles it is hard to maintain dynamic subscriber growth. Mahler also emphasised that new releases matter enormously to players, and a library of older titles alone is not enough to build long-term interest in the service. In his view this was precisely where Microsoft had the biggest problem. Even the best business model needs regular hits to drive interest across the whole ecosystem.

Controversial comparison and the broader issue of subscriptions

What caused the most emotion, however, was the comparison of Game Pass to communism. Mahler argued that systems of this kind can blunt the motivation to create exceptional titles if creators do not receive the right incentives to exceed expectations. In his view developers must have a strong reason to strive to make the next big hit, rather than merely producing an adequate game that meets minimum requirements. In practice this means building a model that rewards success and high quality. It is worth noting, though, that many experts point to a somewhat different problem. Game Pass has regularly received highly rated titles, including franchises such as Forza Horizon, Indiana Jones and the new DOOM instalments. Microsoft also tried to capitalise on the huge popularity of the Call of Duty series. Some analysts therefore believe the challenge runs deeper and stems from the very nature of subscription services. The biggest hits can cannibalise traditional game sales, while smaller titles are not always able to attract new subscribers. That makes finding the ideal balance exceptionally difficult. Additionally, not all problems faced by individual games can be directly linked to Game Pass. A case in point is Starfield, whose development began before Microsoft acquired Bethesda. The debate over the service's future therefore continues, and opinions on its impact on the industry remain sharply divided.

Thomas Mahler believes that Game Pass could have been much more successful if Xbox had regularly delivered games that became global hits. According to him, there were too few titles that would have encouraged players to keep paying for their subscription over the long term. At the same time, the debate shows that the problems facing subscription services can be far more complex than merely the question of the quality of the games on offer.

source: wccftech

Redakcja Choose TV Avatar
Redakcja Choose TV

ChooseTVteam-title