Game Pass Was the Real Reason for the Activision Deal, Not Exclusives

Xbox Game Pass library displayed on a TV screen, highlighting the subscription’s role in Microsoft’s platform strategy
Game Pass isn’t just a collection of games. It’s the centre of Microsoft’s long-term platform strategy.
By Jon Scarr

When Microsoft announced its $69 billion plan to acquire Activision Blizzard in 2022, the most common explanation was simple: exclusives. Call of Duty. World of Warcraft. Candy Crush. Big IP meant to counter Sony and Nintendo.

That framing never really fit.

Xbox already said it didn’t want to lock Call of Duty away. Regulators pushed hard on that point. And years later, the conversation still hasn’t shifted much beyond content ownership.

But if you look at how Microsoft actually runs Xbox today, the reason for the deal becomes clearer. The Activision acquisition wasn’t about denying games to other platforms. It was about feeding a subscription machine that depends on scale, variety, and constant engagement.

Game Pass wasn’t a side benefit. It was the reason.

Exclusives Were the Distraction

Exclusives matter in a traditional console war. You buy hardware because you want access to specific games. That logic made sense when sales were the main metric and platforms lived or died by launch spikes.

Game Pass operates on a different axis.

Xbox doesn’t just need hits. It needs reasons to stay subscribed. That means a steady flow of games across genres, audiences, and play styles. It means something new whether you’re a hardcore Call of Duty player, a casual mobile user, or someone bouncing around cloud libraries on a TV or handheld.

Activision Blizzard brought exactly that:

  • Annual engagement from Call of Duty
  • Long-tail communities like World of Warcraft
  • Massive daily activity through Candy Crush

That isn’t an exclusivity play. It’s a retention engine.

That argument still relies on old console war framing, even as platform strategies move in very different directions.

Why Subscriptions Change the Math

Subscription libraries change how games succeed. It’s no longer just about how many copies sell. It’s about how many people try a game, how long they stick with it, and whether it earns repeat play.

We’ve already seen how subscription access changes player behaviour, from faster sampling to earlier drop-offs that don’t necessarily reflect a lack of interest.

When something is included, more people try it. Early exits look harsher on charts. But once players commit, completion patterns often even out.

That gap between trying and commitment is where subscriptions live, and Activision’s catalogue gives Game Pass far more chances to win that moment.

Scale Beats Prestige

Sony’s strength has always been premium, curated releases. Nintendo thrives on evergreen IP and tightly controlled ecosystems. Microsoft’s strength is scale.

Game Pass needs big releases that pull people in, smaller and older games that fill gaps, and familiar names that lower the barrier to trying something new. Activision Blizzard didn’t just add blockbusters.

It made the Game Pass library feel fuller. That kind of scale is hard to build organically. Buying it outright was faster.

This Is Why Completion Data Matters

When people argue that subscriptions devalue games, what they usually mean is that players quit faster. That’s true, but it’s not the full picture.

Subscriptions don’t reduce value. They expose indifference faster. In a subscription-first world, success is less about ownership and more about engagement, especially when time is the real constraint now.

Completion rates, retention curves, and hours played become the signals that matter. Xbox didn’t just buy IP. It bought predictable engagement at a scale that stabilizes those metrics.

That’s also why exclusives were never the main goal. Locking games away shrinks the audience. Subscriptions grow when friction stays low and libraries feel deep.

What This Means For Game Pass

The real risk isn’t that games lose value. It’s that design starts chasing the wrong signals.

If early engagement becomes everything, we could see more front-loaded hooks and fewer slow burns. But there’s another side to this. Subscription deals can give studios breathing room, upfront security, and a built-in audience that doesn’t depend on day-one sales.

The Activision deal sits right at that crossroads. Microsoft didn’t buy Activision to win headlines. It bought it to stabilize Game Pass as a long-term platform where engagement, not ownership, defines success.

The Activision Deal, Plain and Simple

When you look at it this way, the Activision acquisition makes more sense. It wasn’t about keeping games away from players. It was about keeping players around.

Subscriptions don’t devalue games. They change what value looks like. Microsoft understood that early, and the Activision deal was the clearest signal yet that Game Pass isn’t an experiment. It’s the centre of the strategy.

About the author
Jon Scarr author photo

Jon Scarr

4ScarrsGaming Owner / Operator & Editor-in-Chief

Jon covers video game news, reviews, industry shifts, cloud gaming, plus movies, TV, and toys, with an eye on how entertainment fits into everyday life.

Comments