That's the thing though - barring a viral hit out of nowhere (see Palworld), the thing that Spencer could have at least tried to do (depending on internal Microsoft politics - Cloud really is the tail wagging the dog) is insulate studios from the economic cycle so they have the time to develop in-house talent to increase the odds of a massive hit (or at least something that has enough buzz to be a system seller.) Everybody thought that's what Spencer was trying to do -- but, instead, it looks like he's following the EA playbook. And we all know how well THAT ended up working out in the end.
Game dev takes time and game development expertise doesn't just appear on trees. One of the most damning stupid things about the current gaming lifecycle is that people with years, decades of experience, are walking out the door and the studios have nothing to show for it.
At the very least, Spencer could have bought Blizzard another year of dev time on the new game. In a world where Microsoft desperately needs new IP, they blew up a project that had 4 years of clock time on it. Even if it was a mess, you try to salvage something from the wreckage. You don't just blow everything up and start over again as soon as you get the keys.
It has an immediate positive impact on revenue, but it's a terrible long term decision -- which is corporate America in a nutshell. But just because everybody else is jumping off the cliff doesn't mean you have to jump off the cliff as well.
To be fair, he's probably hamstrung by internal Microsoft politics. God knows the infighting at the C-suite level is pretty damn vicious, esp. if you have aspirations to a CEO role. But man, don't make promises you can't keep.
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