Microsoft built its Xbox business on the back of first-party exclusives—the likes of Halo: Combat Evolved, Forza, Fable, and Gears of War. It was a business decision that drove hardware sales, as people flocked to the console that had the blockbuster games that spoke to them. But it also created what could be described as the cult of Xbox: a brand so influential that gamers began tying their identities to it. Exclusives were a major part of that identity for decades, but somewhere along the way, Microsoft’s strategy began to shift, and it’s still shifting.

“Xbox has swung from ‘exclusives sell consoles’ to ‘let’s sell our games everywhere’ and now to a hedged middle position, and each swing tracks a different answer to the same question: what is Xbox actually for?,” Alinea Analytics head of market analysis Rhys Elliot told Game Developer. “For most of the Xbox 360 and early Xbox One era, exclusives were the whole pitch, the reason to buy the box. That model broke down when Xbox lost that generation to Sony—heavily.”

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It was a slow pivot. Microsoft first introduced its Play Anywhere program in 2016, when it released Recore on both Xbox and Windows PC. It made sense. Windows is a Microsoft product, after all. Then, Microsoft began publishing its games on Steam. By 2024, Microsoft went all in on multiplatform releases. Xbox games were no longer just Xbox games. They were PlayStation and Nintendo games, too. Elliot said that’s because “publishing revenue was simply larger than the hardware halo those games generated.”

But in June 2026, with Xbox under the new leadership of Asha Sharma, the company reversed course once again. Gears of War: E-Day would not be coming to PlayStation 5 after all—it’s an Xbox exclusive. But Halo 5: Campaign Evolved will still release on Sony’s hefty console. Makes sense, right?

“In about two years we’ve gone exclusive, to open, to selective,” Elliot continued. “This is a company trying to serve a console business and a platform-agnostic publishing business at the same time, and those two masters want opposite things.”

Xbox chief content officer Matt Booty said in an interview with Gamertag Radio in June that the division will look at exclusivity on a “case-by-case” basis. Live service multiplayer games, Booty said, will be multiplatform, and the company will “honor” the multiplatform announcements it has already made. He said Xbox is returning to exclusives to give consumers “a reason to get on board with Xbox.”

“We want them to have [a] reason to buy an Xbox, a reason to be an Xbox fan,” Booty noted. “We know exclusives are important. That’s why we’ve got Gears coming in 2026, Clockwork [Revolution] in 2027.”

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There are several potential explanations for Microsoft’s Xbox strategy shift, perhaps the most obvious of which is the leadership change. Sharma replaced longtime Xbox boss Phil Spencer, and the expectation was, certainly, to make some changes and implement a new strategy. Spencer and his team, including former Xbox president Sarah Bond, went all-in on the “This is an Xbox” marketing campaign. Sharma’s appointment to the new lead role took the opposite approach: only the Xbox is an Xbox (or ‘XBOX,’ as the brand is now being styled).

“A healthy Xbox is good for everyone, competition included”

Elliot told Game Developer that Sharma’s first 100 days in charge “were about rebuilding goodwill with a core that felt abandoned by the multiplatform pivot (before decimating via the reset) and a marquee exclusive is a signal that Xbox still cares about the box.”

He said “the tell” here is in what was announced as multiplatform at the June Xbox showcase. Several games like State of Decay 3 and Spyro were confirmed as multiplatform, whereas Gears of War: E-Day and Clockwork Revolution are now exclusive. “Xbox drew the exclusivity line around two titles while happily sending others to competitors,” Elliot added. “Basically, it chose what was symbolically valuable and cheap.”

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Economist Philip Hanspach said another potential explanation for the strategy shift relates to the theory of “two-sided markets,” which he explained as an intersection where two groups—in this case, consumers and game makers—meet. Microsoft sells the Xbox Series X at a loss, and yet still had to increase the price of its consoles because of rising component prices. That means it must convince consumers there is still value in the Xbox brand. If you could play anywhere, why would you need to buy an expensive console?

“One possible interpretation is to say that ‘because we need to increase the price of Xbox, we can’t let it degrade in attractiveness by giving up our exclusive strategy,'” Hanspach told Game Developer. “It’s remarkable for how long Microsoft let many of its leading brands languish.”

Hanspach said it’s important to consider Xbox’s role within the wider business and earnings landscape at Microsoft. It’s a very modest part of the sprawling tech giant, he said. Gaming accounts for a small percentage of the company. “I think last year, Microsoft as a whole had something like a $3 trillion valuation, which completely dwarfs Sony and Nintendo,” Hanspach said. “Another explanation that probably appeals more to the competition economists and competition lawyer audience is to argue this from the point-of-view of the ecosystem theory.

“Xbox and gaming is just one part of the Microsoft ecosystem, and it’s really about keeping people in this ecosystem. You want to strengthen Xbox to the Microsoft ecosystem and keep players engaged in it as much as possible, as opposed to focusing on the short-term gains by selling to people in the PlayStation ecosystem.”

Ditching some exclusives is not necessarily a play for revenue, Elliot said. Gears of War: E-Day isn’t realistically going to sell a significant amount of consoles to make the loss of PlayStation revenue worth it, especially now that hardware costs are increasing. Exclusivity plays are a cheap way to buy goodwill, he explained. Publishing revenue “dwarfs any hardware benefit,” and Elliot expects Xbox to eventually backtrack on some of its latest exclusivity plans: “The moment that argument gets won [or lost] is a quarter or two from now, when the cost of walking away from 90M-plus PS5 owners shows up in a report someone has to present.”

He continued: “A healthy Xbox is good for everyone, competition included, and the candour in this memo is real, it’s unusual to see a platform holder admit in writing that its own past choices hurt it. The diagnosis is mostly right. But there’s no easy cure, and the studio side worries me. A lot of fantastic developers are about to lose their jobs due to mismanagement and doing exactly what leadership (at that moment) asked from them, and that, frankly, fucking sucks. Pardon my French.”