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Xbox’s Ten Most Controversial Cash Grab Moves


Xbox’s Ten Most Controversial Cash Grab Moves

Introduction

Xbox has given gamers iconic franchises like Halo, Forza, and the revolutionary Game Pass service. Yet, alongside those successes, Microsoft has repeatedly pushed pricing strategies that left many fans feeling the sting of a wallet‑draining “cash grab.” This article examines the ten most contentious attempts by Xbox to extract extra dollars from its community, outlining why each move sparked backlash and what it means for the future of the platform.


10 – $79.99 First‑Party Game Pricing

In May 2025 Microsoft announced that several upcoming first‑party titles would launch at $79.99, with The Outer Worlds 2 slated as the inaugural $80 game. The proposal ignited immediate outrage:

  • Gamers across all platforms consider $80 an excessive price point.
  • The move would have marked the second ever $80 base‑price release, following Nintendo’s Mario Kart 8 Deluxe.
  • Obsidian’s director publicly clarified the studio had no say in the pricing decision.

Facing a wave of negative press and poor pre‑order numbers, Microsoft quickly retreated, reverting the price to $70 and refunding $10 to early buyers. While the price remained high, the episode highlighted the risks of aggressive price hikes.


9 – Game Pass Ultimate 50% Price Increase

Xbox Game Pass has long been hailed as the best value subscription for gamers who want a rotating library of titles. In October, Game Pass Ultimate jumped from $20 to $30 per month, a 50 % increase. Microsoft added a few perks—an expanded Ubisoft catalog, modest cloud‑streaming improvements, and broader device support—but many argued the new features didn’t justify the extra cost.

Critics also noted that:

  • Existing discounts on DLC and in‑game currency were removed.
  • The subscription’s advertising omitted the price hike, only mentioning the added content.
  • Inflation‑adjusted pricing suggests the original $14.99 rate was already near market‑fair value.

The steep increase signaled a shift toward squeezing more revenue from an already profitable service.


8 – Console and Accessory Price Hikes

Traditionally, console prices dip after launch, but Microsoft broke that pattern:

  • Xbox Series X rose from $499 to $649 (a $150 increase).
  • Series S saw a $80 jump.
  • The Elite Wireless Controller climbed from $179 to $199.
  • The Wireless Headset increased by $10 to $120.

A second wave of hikes later added another $50 to the Series X, cementing a trend of rising hardware costs that mirrors moves by Sony and Nintendo. While broader economic pressures play a role, the timing suggests a deliberate strategy to maximize revenue per unit.


7 – Proprietary Storage Expansion Cards

When the Series X/S launched, Microsoft required owners who wanted additional internal storage to purchase Seagate Expansion Cards. Prices were steep:

  • 1 TB – $150
  • 2 TB – $250
  • 4 TB – $430

By contrast, a 4 TB SSD compatible with the PlayStation 5 costs roughly half that amount. Though the Xbox still offers standard USB external drives for legacy titles, the lack of a universal internal‑upgrade option forces gamers into an expensive, proprietary ecosystem.


6 – Xbox 360 Wi‑Fi Adapter Premium Pricing

The original “fat” Xbox 360 lacked built‑in Wi‑Fi, forcing users to buy a separate adapter. Microsoft priced the official adapter at $80 (equivalent to about $120 today). While third‑party solutions were cheaper, the high cost of the official accessory discouraged many players from adopting wireless connectivity.


5 – Xbox One Launch Bundle with Kinect

The Xbox One’s 2013 debut bundled the Kinect camera with every console, adding roughly $100 to the purchase price. The device was promoted as a revolutionary motion‑control system, yet it suffered from poor performance, limited utility, and privacy concerns.

Microsoft eventually released a Kinect‑free version after substantial consumer pushback, but early adopters were forced to pay a premium for a peripheral that quickly became a paperweight.


4 – Microsoft Points Currency System

From 2005 to 2013, Xbox users bought content with Microsoft Points instead of direct currency. Points were sold in fixed denominations (e.g., 400 pts for $5, 800 pts for $10). Many games were priced in points that did not align with their dollar value, effectively forcing users to spend more than the actual cost of the item.

The system added a layer of friction and obscured the true price of digital goods, prompting widespread criticism. It was finally discontinued in favor of straightforward dollar pricing.


3 – The Red Ring of Death (RROD)

The infamous Red Ring of Death plagued the original Xbox 360, indicating hardware failure. Internal documents later revealed Microsoft rushed the console to market to beat the PlayStation 3 to the 2005 holiday season, despite knowing the units had a high defect rate.

  • Approximately 68 % of manufactured consoles were initially unsellable.
  • The failure rate among shipped units was around 33 %.

Microsoft ultimately spent $1.15 billion on repairs and replacements. While the company eventually earned consumer goodwill by fixing the issue at no charge, the initial decision to ship a flawed product can be viewed as a short‑term cash grab that risked long‑term brand damage.


2 – Age of Mythology: Extended Edition Expansion

In 2016 Microsoft released an expansion for the Age of Mythology: Extended Edition that introduced a new Chinese civilization. Though the addition promised fresh gameplay, the execution was poor:

  • Unbalanced units and lackluster mythological representation.
  • Re‑skinned models that looked cheap and inconsistent.
  • A buggy campaign riddled with crashes.

Fans felt the expansion was a cash grab—selling new content without delivering a quality experience. The later Age of Mythology: Retold remake replaced the flawed expansion with a more polished version.


1 – Games for Windows Live Subscription Model

Microsoft’s attempt to merge the Xbox ecosystem with PC gaming came via Games for Windows Live (GfWL). The service required a $49.99 annual Xbox Live Gold subscription for cross‑play and matchmaking—features that were free on PC platforms.

Key issues included:

  • Frequent crashes and corrupted save files.
  • Limited cross‑play support; flagship titles like Halo 2 didn’t even use the service.
  • A confusing, proprietary account system that forced PC gamers into a paid Xbox subscription.

The platform was eventually abandoned, but its legacy remains a cautionary tale of monetizing standard PC features.


Conclusion

From inflated game prices to proprietary hardware accessories, Xbox’s history is dotted with strategies that have tested the patience of its community. While some moves—like the eventual price corrections for the RROD or the removal of Microsoft Points—demonstrated responsiveness, many of the ten incidents outlined above reflect a pattern of prioritizing short‑term revenue over long‑term player trust.

As the gaming landscape continues to evolve, Microsoft’s future success will hinge on balancing shareholder expectations with the genuine expectations of gamers who have helped build the Xbox brand into what it is today.

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