>>714405864Serious answer:
Devs are compensated for their games on subscription services by "fees" from the streaming platform. The Gamepass and EGS fee structure scales like this:
Game that has zero appeal or buyers
>Gets a notional fee, a few $ per installGame that has high appeal but is niche or otherwise few buyers
>Gets an okay fee, and likely some visibility boost, per-install $ still less than $10Game that has lots of buyers
>Gets a "good" fee, plus about $10/installBlockbuster game
>Gets a great fee, $15/install or more for something like E33Take a look at that and determine what kind of incentive this leads devs to chase. If you maker a game "too good" for Gamepass or EGS, you're actually losing money; your $40-$80 launch price is severely cucked on the per-install payment, and the fee can't make that up. If you make a game "too bad" for Gamepass (impossible) or EGS (they review more aggressively), you're wasting your time. A 1-man studio working while pulling welfare might make sense to submit slop to Gamepass, but no one else. The "golden middle" of subscription services is to make a game that would otherwise retail for $10-40 and throw it on Gamepass. The per-install payment is comparable to what you would expect from Steam, and the extra visibility is free advertising.
And so, that's how Gamepass and EGS "force developers to make dogshit* games"
*hyperbole