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A Way Out Dev Josef Fares Is Unsure About Xbox Game Pass -- "How Do You Get Paid?"

The Brothers and A Way Out developer says Game Pass might not be the best way forward.

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Game designer Josef Fares, who led the development teams at Hazelight on Brothers, A Way Out, and It Takes Two, isn't sold on the idea of subscription services like Xbox Game Pass. Speaking to Polygon, Fares said he's scared about "the Netflix system" in the context of games because he isn't sure how one very important piece comes together: How do developers get paid?

"I'm not really sure if the Netflix system will work with games; I'm not sure how that's going to work in the long-term [...] The only thing that scares me a little bit is that if you have a system where... How do you get paid? I'm not sure," he said.

Fares offered up a potential business model structure for a subscription service where a developer gets paid based on the amount of time someone spends playing it. But that doesn't work out well for developers who make shorter games. In the end, Fares said he likes the idea of a system like Game Pass that has the potential to get people to play more games than ever--and Microsoft's data says that is the case--but if it comes at the expense of the developer, then that's a problem.

"Let's say you have a Netflix model and you get paid for the amount of time people play your game. And if you have a shorter game, a narrative game, then you will obviously get less cash for that," he said. "I'm super open to more playing games. But if it affects how we make games, then we have a problem."

For what it's worth, Xbox boss Phil Spencer has been open and transparent about how there is no one path for payments to developers for a service like Game Pass. The executive has said Microsoft cuts deals with developers that are specific to their projects. Spencer also confimed what Fares said: that Microsoft has struck deals with developers to pay them based on the amount of time their game in Game Pass is played.

"We're open [to] experimenting with many different partners, because we don't think we have it figured out," Spencer said.

Hazelight's A Way Out is currently available on EA Play, which is now bundled with Xbox Game Pass Ultimate, but whether or not that decision involved Fares in any way is unknown. On its own, the game comes with a cooperative pass. This allows those with the game to invite a friend online to play through the whole game, even if they haven't purchased it.

Fares' next game, It Takes Two, launches on March 26 for PS5, Xbox Series X|S, and PC, as well as PS4 and Xbox One. Like Hazelight's last games, it can only be played in co-op.

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Radar

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You could give bonuses for amount of players played, people replaying. Really anything that boosts how good your library looks.

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Nabinator

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I agree with the guy here. Paying devs based on the amount of time players spend could really go down a stupid road quick. Basically, we'll see far more games like Destiny which are basically designed to keep players on a RNG leash, and not reward them for their time properly, especially as they actually reset progress and just force players to regrind again. It's a loop.

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kaktusss

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I don't get it, I played this game with my EA play subscription, so he obviously knows what it means to be a part of the "netflix system".

By the way, I wouldn't have paid full price for that game. Not that it was bad, I enjoyed it, but it's the kind of game you'll never play again once finished and it was just too short to justify any price over 10$/€. To me, subscription based systems are great for indie games : it brings a lot of visibility to your game, which is the toughest part with low development budget.

AAA games don't need subscription based system, at least at the beginning.

Netflix is funding a lot of its content, I guess it must be the same with Microsoft Game Pass, so it should allow indie developers to bring more features/content/quality to their games.

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uubershikamarux

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Phil has already answered this microsoft either pay a sum of money for the game to be on gamepass for a certain amount of time or they fund the game and launch it day 1 on gamepass which lets the developer make a profit from sales on other platforms.

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PrpleTrtleBuBum

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@uubershikamarux: maybe the best model but also paying for a timed contract leads to the netflix issue of even really good games getting pulled from the service. ofc its hard to make a "we pay you now and get to have your thing in our system forever" kind of contract anyway

pay an initial sum based on the review scores/people interest. then keep paying something based on playtime.

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GustavoB

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Microtransactions is the answer.

If your game doesn’t have any, you shouldn’t put it on gamepass.

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Wahsobe

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Umm, try picking up the phone and making a call numbnuts.

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Thanatos2k

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Edited By Thanatos2k

Pay for play is a bad solution. A system that pays out based on playtime encourages all the wrong things in game design. Plus it's a very well documented fact a large proportion of people don't finish games. The people running these subscriptions would know this, which is why devs would be shafted with this model.

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sealionact

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@Thanatos2k: Point is more people are at least trying it via gamepass than they would if it was only sold at full price....the devs get paid whether you finish the game or not.

I’ve played countless games I wouldn’t dream of paying full price for, simply because like most people I’m on a budget.

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bbq_R0ADK1LL

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I subbed to EA play for a couple of months because there were a few titles I wanted to play. During that time, I also checked out a couple of smaller games, like Unraveled, that had been on my watch list for a while but I'd never gotten around to buying.

I think sub services can make it more likely for gamers to take a chance on indie or shorter games. But yeah, devs should know how they're getting paid.

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CyberEarth

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"But they make it up in volume!"

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redviperofdorne

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Game Pass has thrived for a reason and that reason is that it gives access to a wide variety of games for a low monthly price. It clearly works because otherwise, developers wouldn't be putting their content on it.

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Nabinator

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@redviperofdorne: It's thrived because they've priced it at $1 for 3 months. This won't continue. Once they have everyone hooked, the prices will grow rampant while the quality will slowly degrade. Much like Netflix.

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Fud_Sang

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I imagine they get paid by Microsoft. I also imagine it is a gamble for some devs. Given it's one gamepass ultimate (EAplay is partially on gamepass but only ultimate?? I can see his confusion a bit) that should be a thing he should know. A Way Out was good for like 30 minutes though I will grant it a good once over co-op (I got half a day out of it not much else). I don't think a lot of people play that now or ever played it regularly.

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ConsoleHaven

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Edited By ConsoleHaven

I wonder if he means launching a game on gamepass? Because if the game has been out for a year or more, and sales have trickled down to nothing, going on gamepass could provide a major boost. Or if you’re working on a sequel? Put the original on gamepass to get awareness for it. There are tons of benefits to that model that could make sense for devs.

Also, Getting a larger install base to sell cosmetics and DLC, not having to worry so much about marketing budget. Anyways, I don’t think it would make sense for an in demand game to launch on gamepass unless you’re a Microsoft studio, but for everyone else? There’s probably something that’ll help sell your products somewhere down the line.

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elric3000

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The same issue exists for movies, especially those from Independent filmmakers. The amount of money made from streaming is miniscule. Often, the only money made is from the initial sale to whoever is going to offer it.

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sgtkeebler

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That game has been streamed to death. Not even worth playing it for free on gamepass.

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deth420

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@sgtkeebler:

Yes, why play the game when you can watch some one else play it?!

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jasonlc3221

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Edited By jasonlc3221

Is this the same guy who went on The Game Awards and said "**** the Oscars"? Because if it is, this guy has a drinking problem and also talks WAAAAAAAY too much. IMO he's always going against the grain just to get attention. Pretty sure Phil Spencer has already covered this. If there were devs out there literally getting scammed by Game Pass contracts, we would've heard about it by now. And if they sign the contract, they're agreeing to it. Regrets only come when you later realize risks you've taken didn't end in your favor. Don't like it? Don't take the risks.

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hazy33

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@jasonlc3221: did you even read the article? Might be worth doing before you embarrass yourself.

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jasonlc3221

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@hazy33: Yes, i read the entire piece. Your comment bears no weight of information to acknowledge any embarrassment except your own for not providing anything to support your "opinion."

Regardless, I'm not embarrassed of anything. Fares wants to act like devs could get screwed out of money. But yet, a contract is only binding if both parties sign it (this includes the devs). So if devs agree to get paid based on how much their game gets played, then they AGREED to those terms. Besides, Phil Spencer has already addressed how they have multiple options on how devs can get "compensated" for having their games on game pass.

I'm fully willing to listen and understand your point of view on the matter, but it seems you disagreed with me and only wanted to attempt to make fun of me, rather than provide anything intelligent towards to the conversation.

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Muddrox

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@jasonlc3221: I actually agree Josef here. I would hate to see games become less experimental because they have to cater to a subscription model and I would hate it even more if developers decided to pad out story-driven games if a subscription model is based on time spent playing the game.

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MigGui

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@muddrox: I don’t see why games would be less experimental because they need to cater to a subscription model but not to a regular distribution model where the publisher needs X sales to break even and so always pushes for sequels and franchising

In fact, I see the opposite: gamepass makes people try games they otherwise wouldn’t, and that allows indie devs to be experimental. A Way Out probably only has any recognition because it was on gamepass and people picked it up to try “for free”

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flatovercrest

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@muddrox: the argument could be made in the opposite direction as well, that a subscription model would allow risks that otherwise couldn't be taken. Look at netflix and other streamer shows. Notice how they don't have to create a huge splash in the first episode or risk cancelation? The writers can have a slow burn start to a season. Can you imagine the first few episodes of wandavision happening on broadcast TV? Its way to weird and experimental for that to have ever worked.

I don't thing subs will ever replace ownership for games the same way it has with movies and TV. Very few of us return to a TV show repeatedly. How many gamers play the same game for years, or return after months or years breaks? A rotating netflix model means the game could rotate out which sucks. I still prefer ownership and usually see game pass as a great way to get all my friends to jump on board a MP/co-op game, or to try something new, but ill usually buy it if i like it (and i won't buy it on game pass. Sorry MS, but your creepy BS encrypted/hidden game directories are lame and i won't be paying for that.)

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ConsoleHaven

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@flatovercrest: Phil Spencer has said that some games go on to sell loads once it rotates out of the service 🤷🏻‍♂️

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flatovercrest

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@consolehaven: He is probably talking xbox game sales and not pc game sales. Most people i know who use pc game pass do the exact same thing and if they buy one of the game pass games they do it on steam (heck even MS lists their games on steam now too).

Beyond the simple advantage of having it all in the same place, the steam store doesn't hide your game in a encrypted container that essentially makes modding impossible.

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sty1e_bender

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@flatovercrest: I agree with you here. When it comes to budgets, we kinda want to play games being developed with all the resources they need.

I think as long as studios keep hitting titles out of the park, I don’t mind paying the cost of games.

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kingcam07

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Microsoft is doing it because they can afford to and Sony can't.

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Muddrox

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@kingcam07: You must be an accountant. Have a cookie

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Xylymphydyte

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Honestly, whatever devs are being paid now is probably an almost out of pocket expense for Microsoft. Their goal is to get as many people as possible on the service then start hiking the price until it's profitable. We just saw one of their steps in this direction recently with their attempt to nearly double Gold's price and herd more people to Gamepass Ultimate.

It didn't work this time but they'll keep going. MS has made their intentions very clear for a long time. They worked with Bethesda to invent the microtransaction, they wanted to make physical discs have DRM with the XB1, now they're shifting to an increasingly expensive subscription system. It's not over, they have the money and patience to just wait out people's expectations, to boil the frog until it's paying $50 a month for Gamepass Supreme With Cheese.

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deactivated-64efdf49333c4

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@Xylymphydyte: Yep. That's how business works.

To be fair, if they ever got GamePass to the point where it was getting pretty much every AAA game out there, along with all of the indies, $50 a month would be decent value. Of course, I'd hope there would be good competition (like Steam doing the same with their catalogue) since the MS store sucks. Still have to play most of my GamePass games in Windowed mode or else they run slow.

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santinegrete

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The answer to his question always intrigued me. After all, I try to get the games that I tried there that did a great impression: Rage2 , Dead Cells, Ruiner. Devs of good games deserve money.

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Ice12Tray

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@santinegrete: Rage 2 was so much fun. Wouldn’t have tried it if it wasn’t for gamepass.

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letsgame82

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That's why MS have to make the Devs attractive offers to keep their games on Gamepass. There's a reason why games getting taking off, MS rely on as many people to sub so they can pay these devs. They trying to slowly faze out Gold subs so more people get Game pass

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TwiztedWizard

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The more I hear from this guy the more I think he is full of hot air. He is a developer. Why doesn't he just contact Microsoft to find out how it works? It seems his opinion is based on his lack of understanding, which doesn't point to an informed opinion at all.

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chkmarc

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@twiztedwizard: Let's be real. Would this game even still be relevant without game pass. Did it even sell that many copies. His real question should be how is he making money from EA Play because that's where they game went after it died. It had plenty of options to find out his answer without opening his mouth.

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deactivated-611611d19b9ca

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@chkmarc: It sold 3.5 million copies. It did very well, for being such a small game.

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Mongo1972

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Simple answer for Devs. Sell their game normally through Steam or where ever. Then once sales dwindle put their game on Game Pass then to get a few more dollars out of people that would not normally buy their game or skipped their game.

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