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Microsoft putting limits on Xbox cloud gaming hours

Microsoft has unveiled significant modifications to its Xbox cloud gaming service, implementing monthly hour limitations. Starting in November, Game Pass plans will allot a specific quantity of cloud gaming hours per month: Game Pass Ultimate receives 15 hours, Game Pass Premium receives 10 hours, and Game Pass Essential receives 5 hours.

Upon subscribers exhausting their allotted hours, they can purchase extra cloud playtime via the Xbox Store. Presently, Game Pass subscribers can stream games without these monthly restrictions. The modification implies that frequent cloud gamers utilizing Game Pass will ultimately need to pay more, although Microsoft asserts this affects only 4% of Game Pass subscribers.

Furthermore, Microsoft announced in November that players could acquire cloud playtime hours via the Xbox Store and 'stream games they own on supported devices' without a Game Pass subscription. According to a company blog post, Microsoft implemented these changes due to escalating cloud gaming costs as more users engage with it and play for extended periods.

The monthly limits will enable Microsoft to enhance reliability and performance. However, Microsoft acknowledged that for some players, the practical outcome may be a higher cost. Additional details on pricing, obtaining additional hours, eligible games, regional availability, and how players can monitor their remaining time are expected in November.

Microsoft also pledged to closely monitor feedback and may adjust the offering before the changes take effect. Cloud gaming has emerged as a crucial component of the video game industry as console gaming becomes increasingly expensive due to the RAMpocalypse. Take-Two's CEO, Strauss Zelnick, recently projected that the video game industry will enter "commercial streaming mode" within three years, but for game streaming to be impactful, it must perform as well as consoles.

During an investor-focused Q&A following the release of Take-Two's latest financial report, Zelnick commented on the video game industry grappling with skyrocketing chip costs, which have led Sony and Microsoft to raise console prices and potentially delay the release of the PlayStation 6 and the next-gen Xbox, code-named Project Helix.

Zelnick acknowledged the rising hardware costs as undesirable, as cheaper hardware would increase the number of devices in consumers' hands, which software companies desire. However, he suggested that video game streaming could help address this issue. Both Sony and Microsoft are expected to rely heavily on streaming in the coming years as they navigate the RAMpocalypse.

In the near term, GTA 6's release in November is anticipated to significantly boost console sales. Additionally, various cloud gaming use cases—such as non-subscribers playing owned games on supported devices, PC gamers accessing unplayable titles, and users extending playtime in console-less environments—could make cloud gaming appealing to those without current-gen consoles or priced out of purchasing one.

Written by urgent.news from IGN's reporting — not their text. Machine-written — may contain errors; check the original before relying on it.

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