As for new IP, why don't MS just make a deal with a third party like Sony did for Bloodborne and MS with Sunset Overdrive? That way they can take the time creating new studios or their own current existing studios making new games and not worrying while that third party developer makes the game. Everybody happy!
I used to be "external/internal makes zero difference because at the end of the day, gaems" mindset, but this gen has changed my perspective on this a bit. Not a whole lot, but now I feel differently about the matter compared to early-gen.
I don't have a list comparing it, but if we look at say, MS's
majorexternal partners at around 2012-13 window, we're talking...
- Insomniac ( >200 employees )
- Remedy ( >150 employees )
- People Can Fly ( >80 employees )
- Playground ( >100 employees )
- Crytek ( >150 employees - Ryse team only )
- Frontier Development ( >300 employees )
- Undead Labs ( >70 employees )
Not all equal, but a lot of partnerships are definitely with devs that are well staffed and capable on delivering AAA quality games, given sufficient time and resources.
If we look at the picture of MS's 2014-2017 slate of partners, we're looking at...
- Platinum ( >200 employees )
- Creative Assembly ( >200 employees - HW team )
- Sumo Digital + Reagant + Cloudgine ( >150 employees - CD team )
- Darkside Games ( >50 employees)
- Armature ( >50 employees )
- Moon Studios ( >10 employees )
- Studio Gobo ( >60 employees )
- Playful Corp ( >60 employees )
Of course, if you just look at it at a glance, there's no major shift. But the big new AAA investments that were demonstrated at E3 2014... only extended to 2 studios. Ever since then, MS has chosen to invest more in...
- mid-sized 50+ studios to develop AA/AAA games instead of large 100+ sized teams.
- no new AAA-scale partners have emerged since Creative Assembly/Halo Wars 2.