This Xbox analysis chart shows how only 7% of games launched with "Play Anywhere" support in 2024 — a decline year-over-year

Xbox Play Anywhere logo
One of Xbox's key differentiators is seeing a very low uptake so far. (Image credit: Windows Central)

Yesterday, I wrote a piece showcasing the problems with Microsoft's current gaming strategy, which has ditched exclusive Xbox games in favor of service and feature differentiators. Common sense would suggest that with fewer exclusive games, fewer people will want Xbox consoles — which means fewer developers will want to make Xbox games, which means fewer people will want Xbox consoles, etc. Microsoft doesn't seem worried (or perhaps doesn't care), as it continues to put its former exclusives like Forza Horizon 5 onto PlayStation.

To that end, Xbox head Phil Spencer previously described how Xbox has more users than ever on console, and Xbox ecosystem features like Xbox Cloud Gaming continue to grow for the platform. Indeed, Microsoft says that Xbox will acquire users via feature differentiators in the future, with things like Xbox Game Pass, backward compatibility, and Xbox Play Anywhere.

Play Anywhere is particularly exciting, giving Xbox users the ability to take their games and save files to other devices. For me personally, the promise of being able to take my Xbox save files to my phone via cloud, or a Lenovo Legion Go PC gaming handheld is what keeps me inside the ecosystem. The problem is that so very few high-quality games actually support this functionality.

After my post yesterday, a user reached out to share this analysis from Omdia and GameDeveloper.com, which offers an actual breakdown for how few new games actually support Xbox Play Anywhere year over year.

(Image credit: Omdia, GameDeveloper.com)

As you can see, the percentage of games supporting Play Anywhere actually declined almost by half in 2024 year over year, and has remained relatively flat for the past five years.

The chart is a bit of an indictment for how the feature is going so far. Developers don't seem to see the value in it, only opting-in as part of a marketing deal with Xbox, or a tie-in with Xbox Game Pass. Capcom titles like Kunitsu-Gami, Monster Hunter Rise, and Exoprimal only went into Xbox Play Anywhere because of their marketing deals. The bigger titles like Monster Hunter Wilds or Resident Evil 8 are nowhere to be seen.

Microsoft's own games generally support Xbox Play Anywhere out of the box, for the most part, but many don't. I had to buy the recent Diablo 4 expansion twice for PC and Xbox, for example, despite the fact it has cross-save support.

RELATED: It's not exclusive games keeping me inside the Xbox ecosystem

If developers don't see the value of Xbox Play Anywhere, or aren't incentivized to organically support it, I would argue it's not as compelling a "differentiator" as Microsoft seems to think it is. Indeed, Microsoft based an entire marketing campaign called "This is Xbox" late last year around Play Anywhere, which suggested users skip out on buying an Xbox console in favor of laptops and smartphones. Judging by Xbox's hardware declines year-over-year, it seems they're listening. Except the amount of high-quality games on those Xbox "phones" and "laptops" are vanishingly few when compared to a full-blown Xbox console — which Microsoft apparently seems less interested in actually selling than ever.

Microsoft is building out new hardware for next-gen, which will potentially bring Xbox and Windows PC closer together than ever before. Could it be that Xbox Play Anywhere becomes obsolete when the developer environment is simply "Windows" next-gen? The vision is amazing and exciting, but so far, the execution has been frustratingly underwhelming.

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Jez Corden
Executive Editor

Jez Corden is the Executive Editor at Windows Central, focusing primarily on all things Xbox and gaming. Jez is known for breaking exclusive news and analysis as relates to the Microsoft ecosystem while being powered by tea. Follow on Twitter (X) and Threads, and listen to his XB2 Podcast, all about, you guessed it, Xbox!

  • GraniteStateColin
    Well said, Jez.
    Reply
  • fjtorres5591
    7% of games released.
    Details? Of all PC games or all XBOX games?
    Indie or corporate publisher?
    And what percent of XBOX sales come from those games?

    Considering Plays Anywhere isn't available through Steam (~75% PC market share) and is only now inching into Battle.net wouldn't it make more sense to see if moves more copies of the games that align with it?

    After all, a big share of PC games don't have XBOX versions.
    It would help to know if Plays Anywhere helps, hinders, or is irrelevant.

    Consumers are funny; they often don't care about things pundits swear they should care about. DRM, Platform Lock-in, Digital licensing. On paper Plays anywhere sounds like a good thing but out in the real world?
    Reply
  • MullenWP
    fjtorres5591 said:
    7% of games released.
    Details? Of all PC games or all XBOX games?
    Indie or corporate publisher?
    And what percent of XBOX sales come from those games?

    Considering Plays Anywhere isn't available through Steam (~75% PC market share) and is only now inching into Battle.net wouldn't it make more sense to see if moves more copies of the games that align with it?

    After all, a big share of PC games don't have XBOX versions.
    It would help to know if Plays Anywhere helps, hinders, or is irrelevant.

    Consumers are funny; they often don't care about things pundits swear they should care about. DRM, Platform Lock-in, Digital licensing. On paper Plays anywhere sounds like a good thing but out in the real world?
    The chart clearly said "Share of Xbox console games" in the title so your defense is invalid (unless the chart is wrong).

    What I also want to know is 1) how many percents is 1st party game, and how many percent is on game pass, and 2) how many percents has Windows Store PC version because that's probably the root reason why the number is so low.
    Reply
  • Lurking_Lurker_Lurks
    The problem with percents is they kinda hide information. Well not kinda, they do. Like I wonder what the numbers are because I REFUSE to believe that more games launched in 2020 and 2022, which felt particularly dead on Xbox both in terms of first party and third party games launching. The industry as well felt really dead between 2019 - 2022 due to COVID delaying development so much. 2023 and 2024 have also been when Xbox first party grew the most and we saw the most games launch from them with inherit Xbox Play Anywhere (including new first party Bethesda games). I know it's biased going off of how things "felt", but I'd also say there are a lot of real world events to back this up. And 7% of a 500 new game launches on Xbox is very different from 13% of 100 new game launches on Xbox. It's a tangent, but the same thing when we as consumers look at Microsoft's earnings call and judge Xbox based on year over year percentages. At this point Microsoft's gaming revenue is over 20 billion USD, what do any of us care if it sees a percent increase or decrease? Actually I swear once upon a time consumers didn't want corporations earning endless amounts of more from high values like that. Similarly when you look at hardware. Actual sales are mediocre for a console on the market for four years compared to the history of them. Year over year is different from actual hardware sales. Like the WiiU could've saw a stable or positive year over year, but it wouldn't change that in five years (its entire lifetime) it sold just 13 million.

    It doesn't change the fact that regardless Microsoft knows they need to push Xbox play anywhere more and I think the big crux is the storefront on PC being so... unattractive. We can identify some basic patterns already. All Xbox first party is of course going to support and push it. Indie games seem to support it more than big publishers. Of the big publishers, Capcom, Sega, WB Games, and Bandai sometimes support it, but their support is wildly inconsistent. Also there's apparently been post launch Play Anywhere Support updates (like Dragon Ball Xenoverse 2 got it). For Sega, Atlus is a solid bet for supporting it. We'll see with Square Enix, so far they only support it when they port games during their "we want to support Xbox" campaigns. And that's about it. If a game is day one on game pass there's a good chance it'll be Xbox Play Anywhere but even that isn't guaranteed.

    Microsoft does need to put in a lot of work marketing Xbox Play Anywhere as a benefit to both gamers and developers/publishers. I wouldn't be surprised if at the next GDC they release developer tools to make building Xbox Play Anywhere even easier or announce programs where they'll favor Xbox Play Anywhere on their platforms. Like with better tags. Oh, that's another potential issue with this analysis. If the people who did it went off of the Xbox store and searched for what tags the games that launched in these years had, they'd have been mislead. This is an issue with Xbox Play Anywhere, but a lot of games are in the program and lacking the tag or aren't discoverable on the Xbox app for PC (you have to use the Microsoft store). This especially seems the case when titles launch in the program. It's like Microsoft didn't have months to prepare their store pages. I've always remembered having to go through the MS store and download every other Xbox Play Anywhere game on launch day (Like a Dragon Infinite wealth, Metaphor, Soul Hackers 2, and maybe some non Atlus ones too... I have a type). Again this would still be a failing of Microsoft they would have to correct. I'm still not super into how we as consumers have come to blindly worship percentages as the success or failure of something. (though regardless of the actual numbers it's clear Microsoft has a mountain to climb with this pushing a decade old feature).
    Reply
  • fjtorres5591
    MullenWP said:
    The chart clearly said "Share of Xbox console games" in the title so your defense is invalid (unless the chart is wrong).

    What I also want to know is 1) how many percents is 1st party game, and how many percent is on game pass, and 2) how many percents has Windows Store PC version because that's probably the root reason why the number is so low.
    With Steam sitting on 75% of the PC market it no doubt is a big part of it.
    But the question remains, do gamers actually care?

    That is the key question.
    It might change, though.
    Reply