In recent years, Microsoft has shifted its focus from its Xbox console to a gaming environment where high-powered devices matter less than the flexibility to play games wherever and however consumers want, whether on an old iPhone or a cheap laptop
Phil Spencer, Microsoft’s chief executive of gaming, in Redmond, Wash., June 8, 2021. It is inevitable now that when a big tech company makes a significant, strategic decision — like Microsoft’s plan to spend $70 billion on the video game giant Activision Blizzard — it invokes the metaverse. (Meron Tekie Menghistab/The New York Times)
SAN FRANCISCO — It is inevitable now that when a big tech company makes a significant, strategic decision — like Microsoft’s plan to spend $70 billion on video game giant Activision Blizzard — it invokes the metaverse.
The vision for the metaverse, a virtual world where ideas can be exchanged and digital goods can be sold, has become such a font of enthusiasm that Facebook changed its name to Meta last year. Plenty of other companies envision making billions in this virtual bazaar. So when Microsoft said Tuesday that Activision would give it “building blocks for the metaverse,†the rationale sounded familiar.
But it wasn’t exactly correct. To Microsoft, the future of video games looks more like a Hollywood studio trying to build a roster of well-known franchises. It’s about assembling a collection of famous games that can be played on all sorts of devices — and the people who know how to make them. Activision, with famous titles like Call of Duty and Candy Crush and more than 5,000 game developers, has plenty of both.
In recent years, Microsoft has shifted its focus from its Xbox console to a gaming environment where high-powered devices matter less than the flexibility to play games wherever and however consumers want, whether on an old iPhone or a cheap laptop. If the company’s vision of the future is correct, cloud gaming, a still-emerging technology that uses a company’s data centers to stream the game to a device, would provide the power instead.
In such a world, companies would have to distinguish themselves by their content and their ability to offer cheap games across devices — Microsoft has pioneered a $10-a-month Netflix-style video game subscription service — rather than by the quality and brand appeal of their hardware. That strikes a contrast with rival console makers Sony and Nintendo, which are mostly still following traditional models.
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