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Microsoft XO18 roundup: Microsoft acquires game studios inXile and Obsidian, announces 91M+ MAUs for Minecraft, and says Minecraft Marketplace has 77 partners

Dean Takahashi / VentureBeat :

VentureBeat Dean Takahashi

Context & Ripple Effects

This is the second wave of Microsoft's 2018 studio-buying run: five months after [[a:930448|creating The Initiative and acquiring Undead Labs, Playground Games, Ninja Theory, and Compulsion Games]], the company adds RPG specialists inXile and Obsidian at its XO18 event. The through-line is content ownership for Game Pass-era Xbox, executed under Matt Booty, who was promoted from Minecraft boss to corporate VP of Microsoft Studios earlier that year.

Alongside the acquisitions, Microsoft is showing off a second engine: Minecraft at 91M+ monthly active users and a Marketplace with 77 partners, building on an ecosystem it had already begun monetizing via $7M in creator payouts months earlier. The long tail validates both bets — a 2026 profile finds Obsidian shipping three titles in one year while cutting costs under Microsoft ownership.

First-order effects

  • Obsidian and inXile move from independent crowdfunding-and-publisher cycles to funded first-party status inside Microsoft Studios, joining the June cohort of acquired studios.
  • Minecraft Marketplace's 77 partners get a larger addressable audience as Microsoft reports the game has crossed 91 million monthly active users.

Second-order effects

  • Sony and Nintendo face a widening first-party content gap: Microsoft is stockpiling studios across genres (RPG, racing, action) faster than rivals are announcing comparable purchases in this coverage.
  • Marketplace economics shift toward platform-operator margins — Microsoft collects on partner content sold into a 91M-MAU install base, the same store-and-revenue-share model it later told the UK CMA it planned to extend to a new Xbox mobile store in its Activision Blizzard acquisition filings.

Third-order effects

  • If the pattern holds, console competition consolidates around vertically integrated content portfolios rather than hardware specs — a trajectory that runs from the 2018 studio spree through the eventual Activision Blizzard bid.
  • User-generated-content marketplaces like Minecraft's become a template for how platform owners scale content without funding every title themselves, with revenue share replacing acquisition as the cheaper supply mechanism.

The trend: Microsoft is converting Xbox from a hardware business into a content-platform business by buying studios outright while scaling marketplace revenue share on its biggest live game.