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Monthly Takeaway

Monthly March 03, 2026 5 min read

Originally published on Substack (canonical version)

Every week, GIES is here to give you the bullet points on what you need to know about the news in the gaming industry. Every month, we’re here to go a little deeper. Come for the headlines, stay for the metaphors. 

Will Xbox Survive the Xbox One?

The fact that Xbox is hurting is not exactly news. The house that Halo built has struggled to sell consoles, struggled to wrest any hits out of its power made studio acquisition spree, has struggled to earn new Game Pass subscribers, and just shed both CEO Phil Spencer and his heir apparent Sarah Bond in exchange for a new CEO straight from the world of AI: it’s bleak. It’s bleak all over, but it’s particularly bleak here.

It is all too easy to Monday morning quarterback this thing and say that Bethesda just couldn’t produce the hits it needed, that Call of Duty is past its prime, that they shouldn’t have shut down Tango Gameworks, or whatever myriad things that are all ultimately true but besides the point. Phil Spencer was the replacement for Don Mattrick, that was the guy we’re really talking about here. Mattrick launched the Xbox One, and Xbox was never going to survive the Xbox One.

The launch of the PS4 and Xbox One was an inflection point in the industry. Connectivity went from being a feature to an assumption: discs remained but digital storefronts began to exert their dominance, and eventually this allowed games like Warframe and Destiny to prove that live service was just as potent on console as it was on PC. But most importantly, over the course of this generation backwards compatibility became an expectation. Ironically, Xbox did a lot to make this happen, but it was going to happen anyways. And that was what ensured that Xbox was never going to live this one down.

If you, a dedicated Xbox 360 player, wanted to transition to PS4, it was a pretty simple process: you just started buying PlayStation games instead. None of your Xbox 360 games were going to work on your next console anyways, no matter what it was.

We don’t really need to go into why, exactly, Xbox One lost quite so badly to PS4, because there were a ton of reasons. Point being: it did. It put the company in the bind that saw Phil Spencer’s rise in the first place, and for a time there was some genuine excitement about this charming, inoffensive guy with an indie game T-shirt under his blazer: this was a gamer, there was no doubt about it. And he offered things up like Game Pass, which we were all into at the time. The ship was still leaking.

Mid-generation, Xbox began its push towards backwards compatibility, and by the end of the generation nobody really questioned whether or not Xbox One and PS4 games would work on the next machines. This meant that the opportunity cost for switching teams went through the roof. To get a PS4 player to switch to the Series X, Microsoft had to convince them to go with a machine that couldn’t access any of the games they had bought in the previous generation. For two x86 machines that played the same suite of AAA multiplatform titles, it was pretty easy to just stick with the one where you had games. Xbox’s exclusives didn’t just need to be good, they needed to be so much better than PlayStation’s that people would be willing to make that sacrifice. Even if they were a little bit better (they weren’t), it wouldn’t have been enough.

Clearly, a lot of things went sideways at Microsoft over the past 10 years or so that may or may not have made this whole thing a little bit easier. But it’s easy to forget what an uphill battle this whole thing was. If Xbox wasn’t so far on the back foot, if Spencer and co. had a little margin to make the massive plays that defined its post-Covid era, maybe this whole thing looks a little different. But it wasn’t, because Xbox One killed Xbox.

We’re going to be having this same conversation with different details with the PlayStation 6. But that’s next time.

That’s the month. Below, we’ve got a pair of case studies from some of our consultants diving into how their specialties intersect with the headlines this month.  If you want to hire any of the brilliant minds at Mighty Diamonds, head to our Website.


Brand Integration in Games: Visibility vs Value

The “Hot Bull” can in PUBG was never officially branded.

No logo. No partnership. Yet every player knew exactly what it was.
That detail exposes a blind spot in many gaming brand deals: visibility is not the same as value.

Yet most brand budgets in gaming are still allocated as if it were.

FMCG brands tend to live in the background of games. A soda on a shelf. A snack in a vending machine. Safe, low scrutiny — but also low impact.
And when developers control that space entirely, they often choose parody instead. GTA’s Sprunk, Burger Shot, Cluckin’ Bell. These aren’t placeholders. They are deliberate worldbuilding tools. In many cases, the fictional brand serves the experience better than a real one could.

Everything changes when a brand enters the gameplay loop.

In racing games, cars are not props. They are the interaction system. Players expect a Porsche to handle like a Porsche. They expect a Ferrari to behave like a Ferrari. When authenticity fails at that level, it is not perceived as weak licensing. It is perceived as weak gameplay.
Mil sim titles operate under the same constraint. Weapons, optics, and tactical gear are gameplay systems. These communities are highly knowledgeable. Small inaccuracies immediately break immersion and credibility.

The same pattern appears across categories. Fashion works in Fortnite when it reinforces player identity. Sports equipment works in EA Sports FC or NBA 2K because it strengthens broadcast realism. Hardware integrations work when they support performance fantasy.

Brand integration in games consistently operates across three layers:
→ Environmental: supports worldbuilding, low risk
→ Cultural: reinforces identity and tone
→ Mechanical: directly shapes gameplay

The commercial upside increases at each layer. So does the execution risk. Mechanical integration raises player expectations, increases development complexity, and constrains creative flexibility.

Most partnerships still optimize for layer one because it is safe. The brands building durable equity are increasingly experimenting in layer three, where integration shifts from visibility to player agency.

As games evolve into persistent worlds and identity-driven ecosystems, the real divide is emerging between brands that are simply seen inside games and brands that function inside gameplay systems.

That divide is where long-term brand equity in gaming will be built.


What’s Dave playing?

Ender Magnolias: A good solid Metroidvania. Loving the concept of having all your abilties represented as characters, but I have yet to see the sort of level design that really takes a Metroidvania from good to great. My favorite Metroidvania of the last however many years has still got to be Blasphemous 2. And yes, that includes Hollow Knight: Silksong.


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